2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
{
119 struct wined3d_string_buffer shader_buffer
;
120 struct wined3d_string_buffer_list string_buffers
;
121 struct wine_rb_tree program_lookup
;
122 struct constant_heap vconst_heap
;
123 struct constant_heap pconst_heap
;
124 unsigned char *stack
;
125 UINT next_constant_version
;
127 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
128 const struct fragment_pipeline
*fragment_pipe
;
129 struct wine_rb_tree ffp_vertex_shaders
;
130 struct wine_rb_tree ffp_fragment_shaders
;
131 BOOL ffp_proj_control
;
132 BOOL legacy_lighting
;
135 struct glsl_vs_program
137 struct list shader_entry
;
139 GLenum vertex_color_clamp
;
140 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
141 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
142 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
143 GLint pos_fixup_location
;
145 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
146 GLint projection_matrix_location
;
147 GLint normal_matrix_location
;
148 GLint texture_matrix_location
[MAX_TEXTURES
];
149 GLint material_ambient_location
;
150 GLint material_diffuse_location
;
151 GLint material_specular_location
;
152 GLint material_emissive_location
;
153 GLint material_shininess_location
;
154 GLint light_ambient_location
;
169 } light_location
[MAX_ACTIVE_LIGHTS
];
170 GLint pointsize_location
;
171 GLint pointsize_min_location
;
172 GLint pointsize_max_location
;
173 GLint pointsize_c_att_location
;
174 GLint pointsize_l_att_location
;
175 GLint pointsize_q_att_location
;
176 GLint clip_planes_location
;
179 struct glsl_gs_program
181 struct list shader_entry
;
184 GLint pos_fixup_location
;
187 struct glsl_ps_program
189 struct list shader_entry
;
191 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
192 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
193 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
194 GLint bumpenv_mat_location
[MAX_TEXTURES
];
195 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
196 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
197 GLint tss_constant_location
[MAX_TEXTURES
];
198 GLint tex_factor_location
;
199 GLint specular_enable_location
;
200 GLint fog_color_location
;
201 GLint fog_density_location
;
202 GLint fog_end_location
;
203 GLint fog_scale_location
;
204 GLint alpha_test_ref_location
;
205 GLint ycorrection_location
;
206 GLint np2_fixup_location
;
207 GLint color_key_location
;
208 const struct ps_np2fixup_info
*np2_fixup_info
;
211 struct glsl_cs_program
213 struct list shader_entry
;
217 /* Struct to maintain data about a linked GLSL program */
218 struct glsl_shader_prog_link
220 struct wine_rb_entry program_lookup_entry
;
221 struct glsl_vs_program vs
;
222 struct glsl_gs_program gs
;
223 struct glsl_ps_program ps
;
224 struct glsl_cs_program cs
;
226 DWORD constant_update_mask
;
227 UINT constant_version
;
230 struct glsl_program_key
238 struct shader_glsl_ctx_priv
{
239 const struct vs_compile_args
*cur_vs_args
;
240 const struct ps_compile_args
*cur_ps_args
;
241 struct ps_np2fixup_info
*cur_np2fixup_info
;
242 struct wined3d_string_buffer_list
*string_buffers
;
245 struct glsl_context_data
247 struct glsl_shader_prog_link
*glsl_program
;
248 GLenum vertex_color_clamp
;
251 struct glsl_ps_compiled_shader
253 struct ps_compile_args args
;
254 struct ps_np2fixup_info np2fixup
;
258 struct glsl_vs_compiled_shader
260 struct vs_compile_args args
;
264 struct glsl_gs_compiled_shader
266 struct gs_compile_args args
;
270 struct glsl_cs_compiled_shader
275 struct glsl_shader_private
279 struct glsl_vs_compiled_shader
*vs
;
280 struct glsl_gs_compiled_shader
*gs
;
281 struct glsl_ps_compiled_shader
*ps
;
282 struct glsl_cs_compiled_shader
*cs
;
284 UINT num_gl_shaders
, shader_array_size
;
287 struct glsl_ffp_vertex_shader
289 struct wined3d_ffp_vs_desc desc
;
291 struct list linked_programs
;
294 struct glsl_ffp_fragment_shader
296 struct ffp_frag_desc entry
;
298 struct list linked_programs
;
301 struct glsl_ffp_destroy_ctx
303 struct shader_glsl_priv
*priv
;
304 const struct wined3d_gl_info
*gl_info
;
307 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
309 static const char *debug_gl_shader_type(GLenum type
)
313 #define WINED3D_TO_STR(u) case u: return #u
314 WINED3D_TO_STR(GL_VERTEX_SHADER
);
315 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
316 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
317 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
318 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
319 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
320 #undef WINED3D_TO_STR
322 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
326 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
330 case WINED3D_SHADER_TYPE_VERTEX
:
333 case WINED3D_SHADER_TYPE_HULL
:
336 case WINED3D_SHADER_TYPE_DOMAIN
:
339 case WINED3D_SHADER_TYPE_GEOMETRY
:
342 case WINED3D_SHADER_TYPE_PIXEL
:
345 case WINED3D_SHADER_TYPE_COMPUTE
:
349 FIXME("Unhandled shader type %#x.\n", type
);
354 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
355 const struct wined3d_shader_version
*version
)
357 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
358 || (version
&& version
->type
== WINED3D_SHADER_TYPE_COMPUTE
))
360 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
366 static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info
*gl_info
,
367 const struct wined3d_shader_version
*version
)
369 unsigned int glsl_version
;
371 switch (glsl_version
= shader_glsl_get_version(gl_info
, version
))
374 return "#version 150";
376 return "#version 130";
378 return "#version 120";
380 FIXME("Unexpected GLSL version %u requested.\n", glsl_version
);
385 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
389 wined3d_ftoa(values
[0], str
[0]);
390 wined3d_ftoa(values
[1], str
[1]);
391 wined3d_ftoa(values
[2], str
[2]);
392 wined3d_ftoa(values
[3], str
[3]);
393 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
396 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
397 const int *values
, unsigned int size
)
401 if (!size
|| size
> 4)
403 ERR("Invalid vector size %u.\n", size
);
408 shader_addline(buffer
, "ivec%u(", size
);
410 for (i
= 0; i
< size
; ++i
)
411 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
414 shader_addline(buffer
, ")");
417 static const char *get_info_log_line(const char **ptr
)
422 if (!(q
= strstr(p
, "\n")))
424 if (!*p
) return NULL
;
433 /* Context activation is done by the caller. */
434 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
439 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
443 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
445 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
447 /* A size of 1 is just a null-terminated string, so the log should be bigger than
448 * that if there are errors. */
451 const char *ptr
, *line
;
453 log
= HeapAlloc(GetProcessHeap(), 0, length
);
454 /* The info log is supposed to be zero-terminated, but at least some
455 * versions of fglrx don't terminate the string properly. The reported
456 * length does include the terminator, so explicitly set it to zero
460 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
462 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
465 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
467 WARN("Info log received from GLSL shader #%u:\n", id
);
468 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
472 FIXME("Info log received from GLSL shader #%u:\n", id
);
473 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
475 HeapFree(GetProcessHeap(), 0, log
);
479 /* Context activation is done by the caller. */
480 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
482 const char *ptr
, *line
;
484 TRACE("Compiling shader object %u.\n", shader
);
486 if (TRACE_ON(d3d_shader
))
489 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
492 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
493 checkGLcall("glShaderSource");
494 GL_EXTCALL(glCompileShader(shader
));
495 checkGLcall("glCompileShader");
496 print_glsl_info_log(gl_info
, shader
, FALSE
);
499 /* Context activation is done by the caller. */
500 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
502 GLint i
, shader_count
, source_size
= -1;
506 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
507 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
509 ERR("Failed to allocate shader array memory.\n");
513 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
514 for (i
= 0; i
< shader_count
; ++i
)
516 const char *ptr
, *line
;
519 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
521 if (source_size
< tmp
)
523 HeapFree(GetProcessHeap(), 0, source
);
525 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
528 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
529 HeapFree(GetProcessHeap(), 0, shaders
);
535 FIXME("Shader %u:\n", shaders
[i
]);
536 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
537 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
538 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
539 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
543 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
544 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
548 HeapFree(GetProcessHeap(), 0, source
);
549 HeapFree(GetProcessHeap(), 0, shaders
);
552 /* Context activation is done by the caller. */
553 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
557 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
560 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
563 FIXME("Program %u link status invalid.\n", program
);
564 shader_glsl_dump_program_source(gl_info
, program
);
567 print_glsl_info_log(gl_info
, program
, TRUE
);
570 /* Context activation is done by the caller. */
571 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
572 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
574 unsigned int mapped_unit
;
575 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
582 enum wined3d_shader_type type
;
583 unsigned int base_idx
;
588 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
589 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
592 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
594 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
596 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
598 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
599 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
603 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
604 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
606 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
610 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
611 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
614 checkGLcall("Load sampler bindings");
615 string_buffer_release(&priv
->string_buffers
, sampler_name
);
618 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
619 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
621 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
625 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
626 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
629 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
630 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
631 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
632 checkGLcall("Load immediate constant buffer");
634 string_buffer_release(&priv
->string_buffers
, icb_name
);
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
640 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
642 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
643 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
647 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
649 if (!reg_maps
->uav_resource_info
[i
].type
)
652 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
653 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
657 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
658 GL_EXTCALL(glUniform1i(location
, i
));
660 checkGLcall("Load image bindings");
661 string_buffer_release(&priv
->string_buffers
, name
);
664 /* Context activation is done by the caller. */
665 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
666 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
668 unsigned int start
= ~0U, end
= 0;
670 unsigned int heap_idx
= 1;
673 if (heap
->entries
[heap_idx
].version
<= version
) return;
675 idx
= heap
->entries
[heap_idx
].idx
;
676 if (constant_locations
[idx
] != -1)
678 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
680 while (stack_idx
>= 0)
682 /* Note that we fall through to the next case statement. */
683 switch(stack
[stack_idx
])
685 case HEAP_NODE_TRAVERSE_LEFT
:
687 unsigned int left_idx
= heap_idx
<< 1;
688 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
691 idx
= heap
->entries
[heap_idx
].idx
;
692 if (constant_locations
[idx
] != -1)
700 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
701 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
706 case HEAP_NODE_TRAVERSE_RIGHT
:
708 unsigned int right_idx
= (heap_idx
<< 1) + 1;
709 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
711 heap_idx
= right_idx
;
712 idx
= heap
->entries
[heap_idx
].idx
;
713 if (constant_locations
[idx
] != -1)
721 stack
[stack_idx
++] = HEAP_NODE_POP
;
722 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
734 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
735 checkGLcall("walk_constant_heap()");
738 /* Context activation is done by the caller. */
739 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
740 GLint location
, const struct wined3d_vec4
*data
)
742 GLfloat clamped_constant
[4];
744 if (location
== -1) return;
746 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
747 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
748 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
749 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
751 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
754 /* Context activation is done by the caller. */
755 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
756 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
757 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
760 unsigned int heap_idx
= 1;
763 if (heap
->entries
[heap_idx
].version
<= version
) return;
765 idx
= heap
->entries
[heap_idx
].idx
;
766 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
767 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
769 while (stack_idx
>= 0)
771 /* Note that we fall through to the next case statement. */
772 switch(stack
[stack_idx
])
774 case HEAP_NODE_TRAVERSE_LEFT
:
776 unsigned int left_idx
= heap_idx
<< 1;
777 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
780 idx
= heap
->entries
[heap_idx
].idx
;
781 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
783 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
784 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
789 case HEAP_NODE_TRAVERSE_RIGHT
:
791 unsigned int right_idx
= (heap_idx
<< 1) + 1;
792 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
794 heap_idx
= right_idx
;
795 idx
= heap
->entries
[heap_idx
].idx
;
796 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
798 stack
[stack_idx
++] = HEAP_NODE_POP
;
799 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
810 checkGLcall("walk_constant_heap_clamped()");
813 /* Context activation is done by the caller. */
814 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
815 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
816 unsigned char *stack
, unsigned int version
)
818 const struct wined3d_shader_lconst
*lconst
;
820 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
821 if (shader
->reg_maps
.shader_version
.major
== 1
822 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
823 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
825 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
827 if (!shader
->load_local_constsF
)
829 TRACE("No need to load local float constants for this shader.\n");
833 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
834 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
836 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
838 checkGLcall("glUniform4fv()");
841 /* Context activation is done by the caller. */
842 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
843 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
848 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
850 if (!(constants_set
& 1)) continue;
852 /* We found this uniform name in the program - go ahead and send the data */
853 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
856 /* Load immediate constants */
857 ptr
= list_head(&shader
->constantsI
);
860 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
861 unsigned int idx
= lconst
->idx
;
862 const GLint
*values
= (const GLint
*)lconst
->value
;
864 /* We found this uniform name in the program - go ahead and send the data */
865 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
866 ptr
= list_next(&shader
->constantsI
, ptr
);
868 checkGLcall("glUniform4iv()");
871 /* Context activation is done by the caller. */
872 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
873 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
878 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
880 if (!(constants_set
& 1)) continue;
882 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
885 /* Load immediate constants */
886 ptr
= list_head(&shader
->constantsB
);
889 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
890 unsigned int idx
= lconst
->idx
;
891 const GLint
*values
= (const GLint
*)lconst
->value
;
893 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
894 ptr
= list_next(&shader
->constantsB
, ptr
);
896 checkGLcall("glUniform1iv()");
899 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
901 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
904 /* Context activation is done by the caller (state handler). */
905 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
906 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
912 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
913 UINT fixup
= ps
->np2_fixup_info
->active
;
916 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
918 const struct wined3d_texture
*tex
= state
->textures
[i
];
919 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
923 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
927 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
928 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
931 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
934 /* Taken and adapted from Mesa. */
935 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
937 float pos
, neg
, t
, det
;
938 struct wined3d_matrix temp
;
940 /* Calculate the determinant of upper left 3x3 submatrix and
941 * determine if the matrix is singular. */
943 t
= in
->_11
* in
->_22
* in
->_33
;
949 t
= in
->_21
* in
->_32
* in
->_13
;
954 t
= in
->_31
* in
->_12
* in
->_23
;
960 t
= -in
->_31
* in
->_22
* in
->_13
;
965 t
= -in
->_21
* in
->_12
* in
->_33
;
971 t
= -in
->_11
* in
->_32
* in
->_23
;
979 if (fabsf(det
) < 1e-25f
)
983 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
984 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
985 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
986 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
987 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
988 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
989 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
990 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
991 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
997 static void swap_rows(float **a
, float **b
)
1005 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
1008 float m0
, m1
, m2
, m3
, s
;
1009 float *r0
, *r1
, *r2
, *r3
;
1021 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1028 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1035 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1042 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1044 /* Choose pivot - or die. */
1045 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1046 swap_rows(&r3
, &r2
);
1047 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1048 swap_rows(&r2
, &r1
);
1049 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1050 swap_rows(&r1
, &r0
);
1054 /* Eliminate first variable. */
1055 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1056 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1057 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1058 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1088 /* Choose pivot - or die. */
1089 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1090 swap_rows(&r3
, &r2
);
1091 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1092 swap_rows(&r2
, &r1
);
1096 /* Eliminate second variable. */
1097 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1098 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1099 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1125 /* Choose pivot - or die. */
1126 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1127 swap_rows(&r3
, &r2
);
1131 /* Eliminate third variable. */
1133 r3
[3] -= m3
* r2
[3];
1134 r3
[4] -= m3
* r2
[4];
1135 r3
[5] -= m3
* r2
[5];
1136 r3
[6] -= m3
* r2
[6];
1137 r3
[7] -= m3
* r2
[7];
1143 /* Back substitute row 3. */
1150 /* Back substitute row 2. */
1153 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1154 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1155 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1156 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1158 r1
[4] -= r3
[4] * m1
;
1159 r1
[5] -= r3
[5] * m1
;
1160 r1
[6] -= r3
[6] * m1
;
1161 r1
[7] -= r3
[7] * m1
;
1163 r0
[4] -= r3
[4] * m0
;
1164 r0
[5] -= r3
[5] * m0
;
1165 r0
[6] -= r3
[6] * m0
;
1166 r0
[7] -= r3
[7] * m0
;
1168 /* Back substitute row 1. */
1171 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1172 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1173 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1174 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1176 r0
[4] -= r2
[4] * m0
;
1177 r0
[5] -= r2
[5] * m0
;
1178 r0
[6] -= r2
[6] * m0
;
1179 r0
[7] -= r2
[7] * m0
;
1181 /* Back substitute row 0. */
1184 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1185 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1186 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1187 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1209 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1210 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1212 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1214 struct wined3d_matrix mv
;
1217 if (prog
->vs
.normal_matrix_location
== -1)
1220 get_modelview_matrix(context
, state
, 0, &mv
);
1221 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1222 invert_matrix_3d(&mv
, &mv
);
1224 invert_matrix(&mv
, &mv
);
1225 /* Tests show that singular modelview matrices are used unchanged as normal
1226 * matrices on D3D3 and older. There seems to be no clearly consistent
1227 * behavior on newer D3D versions so always follow older ddraw behavior. */
1228 for (i
= 0; i
< 3; ++i
)
1229 for (j
= 0; j
< 3; ++j
)
1230 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1232 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1233 checkGLcall("glUniformMatrix3fv");
1236 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1237 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1239 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1240 struct wined3d_matrix mat
;
1242 if (tex
>= MAX_TEXTURES
)
1244 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1247 get_texture_matrix(context
, state
, tex
, &mat
);
1248 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1249 checkGLcall("glUniformMatrix4fv");
1252 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1253 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1255 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1257 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1259 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1260 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1264 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1266 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1268 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1269 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1270 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1271 checkGLcall("setting FFP material uniforms");
1274 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1275 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1277 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1278 struct wined3d_color color
;
1280 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1281 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1282 checkGLcall("glUniform3fv");
1285 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1286 const struct wined3d_matrix
*src2
)
1288 struct wined3d_vec4 temp
;
1290 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1291 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1292 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1293 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1298 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1299 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1300 struct glsl_shader_prog_link
*prog
)
1302 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1303 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1304 struct wined3d_vec4 vec4
;
1306 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1307 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1308 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1310 switch (light_info
->OriginalParms
.type
)
1312 case WINED3D_LIGHT_POINT
:
1313 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1314 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1315 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1316 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1317 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1318 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1321 case WINED3D_LIGHT_SPOT
:
1322 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1323 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1325 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1326 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1328 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1329 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1330 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1331 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1332 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1333 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1334 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1337 case WINED3D_LIGHT_DIRECTIONAL
:
1338 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1339 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1342 case WINED3D_LIGHT_PARALLELPOINT
:
1343 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1344 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1348 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1350 checkGLcall("setting FFP lights uniforms");
1353 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1354 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1356 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1360 get_pointsize_minmax(context
, state
, &min
, &max
);
1362 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1363 checkGLcall("glUniform1f");
1364 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1365 checkGLcall("glUniform1f");
1367 get_pointsize(context
, state
, &size
, att
);
1369 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1370 checkGLcall("glUniform1f");
1371 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1372 checkGLcall("glUniform1f");
1373 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1374 checkGLcall("glUniform1f");
1375 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1376 checkGLcall("glUniform1f");
1379 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1380 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1382 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1383 struct wined3d_color color
;
1384 float start
, end
, scale
;
1391 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1392 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1393 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1394 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1395 get_fog_start_end(context
, state
, &start
, &end
);
1396 scale
= 1.0f
/ (end
- start
);
1397 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1398 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1399 checkGLcall("fog emulation uniforms");
1402 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1403 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1405 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1406 struct wined3d_vec4 plane
;
1408 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1410 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1412 plane
= state
->clip_planes
[index
];
1414 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1417 /* Context activation is done by the caller (state handler). */
1418 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1419 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1421 struct wined3d_color float_key
[2];
1422 const struct wined3d_texture
*texture
= state
->textures
[0];
1424 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1425 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1428 /* Context activation is done by the caller (state handler). */
1429 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1430 const struct wined3d_state
*state
)
1432 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1433 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1434 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1435 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1436 struct shader_glsl_priv
*priv
= shader_priv
;
1437 float position_fixup
[4];
1440 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1441 UINT constant_version
;
1445 /* No GLSL program set - nothing to do. */
1448 constant_version
= prog
->constant_version
;
1449 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1451 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1452 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1453 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1455 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1456 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1457 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1459 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1460 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1461 vshader
->reg_maps
.boolean_constants
);
1463 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1465 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1466 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1469 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1470 shader_glsl_pointsize_uniform(context
, state
, prog
);
1472 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1474 shader_get_position_fixup(context
, state
, position_fixup
);
1475 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1476 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1478 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1479 checkGLcall("glUniform4fv");
1482 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1484 struct wined3d_matrix mat
;
1486 get_modelview_matrix(context
, state
, 0, &mat
);
1487 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1488 checkGLcall("glUniformMatrix4fv");
1490 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1493 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1495 struct wined3d_matrix mat
;
1497 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1499 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1502 get_modelview_matrix(context
, state
, i
, &mat
);
1503 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1504 checkGLcall("glUniformMatrix4fv");
1508 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1510 struct wined3d_matrix projection
;
1512 get_projection_matrix(context
, state
, &projection
);
1513 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1514 checkGLcall("glUniformMatrix4fv");
1517 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1519 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1520 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1523 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1524 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1526 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1528 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1529 DWORD point_count
= 0;
1530 DWORD spot_count
= 0;
1531 DWORD directional_count
= 0;
1532 DWORD parallel_point_count
= 0;
1534 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1536 if (!state
->lights
[i
])
1539 switch (state
->lights
[i
]->OriginalParms
.type
)
1541 case WINED3D_LIGHT_POINT
:
1544 case WINED3D_LIGHT_SPOT
:
1547 case WINED3D_LIGHT_DIRECTIONAL
:
1548 ++directional_count
;
1550 case WINED3D_LIGHT_PARALLELPOINT
:
1551 ++parallel_point_count
;
1554 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1559 spot_idx
= point_idx
+ point_count
;
1560 directional_idx
= spot_idx
+ spot_count
;
1561 parallel_point_idx
= directional_idx
+ directional_count
;
1563 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1564 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1566 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1572 switch (light_info
->OriginalParms
.type
)
1574 case WINED3D_LIGHT_POINT
:
1577 case WINED3D_LIGHT_SPOT
:
1580 case WINED3D_LIGHT_DIRECTIONAL
:
1581 idx
= directional_idx
++;
1583 case WINED3D_LIGHT_PARALLELPOINT
:
1584 idx
= parallel_point_idx
++;
1587 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1590 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1594 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1595 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1596 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1598 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1599 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1600 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1602 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1603 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1604 pshader
->reg_maps
.boolean_constants
);
1606 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1608 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1610 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1613 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1614 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1616 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1618 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1619 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1620 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1621 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1625 checkGLcall("bump env uniforms");
1628 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1630 const struct wined3d_vec4 correction_params
=
1632 /* Position is relative to the framebuffer, not the viewport. */
1633 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1634 context
->render_offscreen
? 1.0f
: -1.0f
,
1639 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1642 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1643 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1644 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1645 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1647 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1649 struct wined3d_color color
;
1651 if (prog
->ps
.tex_factor_location
!= -1)
1653 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1654 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1657 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1658 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1660 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1662 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1664 if (prog
->ps
.tss_constant_location
[i
] == -1)
1667 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1668 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1671 checkGLcall("fixed function uniforms");
1674 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1675 shader_glsl_load_fog_uniform(context
, state
, prog
);
1677 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1679 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1681 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1682 checkGLcall("alpha test emulation uniform");
1685 if (priv
->next_constant_version
== UINT_MAX
)
1687 TRACE("Max constant version reached, resetting to 0.\n");
1688 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1689 priv
->next_constant_version
= 1;
1693 prog
->constant_version
= priv
->next_constant_version
++;
1697 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1699 struct constant_entry
*entries
= heap
->entries
;
1700 unsigned int *positions
= heap
->positions
;
1701 unsigned int heap_idx
, parent_idx
;
1703 if (!heap
->contained
[idx
])
1705 heap_idx
= heap
->size
++;
1706 heap
->contained
[idx
] = TRUE
;
1710 heap_idx
= positions
[idx
];
1713 while (heap_idx
> 1)
1715 parent_idx
= heap_idx
>> 1;
1717 if (new_version
<= entries
[parent_idx
].version
) break;
1719 entries
[heap_idx
] = entries
[parent_idx
];
1720 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1721 heap_idx
= parent_idx
;
1724 entries
[heap_idx
].version
= new_version
;
1725 entries
[heap_idx
].idx
= idx
;
1726 positions
[idx
] = heap_idx
;
1729 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1731 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1732 struct constant_heap
*heap
= &priv
->vconst_heap
;
1735 for (i
= start
; i
< count
+ start
; ++i
)
1737 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1741 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1743 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1744 struct constant_heap
*heap
= &priv
->pconst_heap
;
1747 for (i
= start
; i
< count
+ start
; ++i
)
1749 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1753 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1755 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1756 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1757 if(shader_major
> 3) return ret
;
1759 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1760 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1764 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1766 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1769 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1771 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1774 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1776 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1779 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1780 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1785 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1786 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1789 va_start(args
, format
);
1790 ret
= shader_vaddline(buffer
, format
, args
);
1794 if (!string_buffer_resize(buffer
, ret
))
1799 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1800 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1805 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1806 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1809 va_start(args
, format
);
1810 ret
= shader_vaddline(buffer
, format
, args
);
1814 if (!string_buffer_resize(buffer
, ret
))
1819 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1821 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1824 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1826 switch (primitive_type
)
1828 case WINED3D_PT_POINTLIST
:
1831 case WINED3D_PT_LINELIST
:
1834 case WINED3D_PT_LINESTRIP
:
1835 return "line_strip";
1837 case WINED3D_PT_TRIANGLELIST
:
1840 case WINED3D_PT_TRIANGLESTRIP
:
1841 return "triangle_strip";
1843 case WINED3D_PT_LINELIST_ADJ
:
1844 return "lines_adjacency";
1846 case WINED3D_PT_TRIANGLELIST_ADJ
:
1847 return "triangles_adjacency";
1850 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1855 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1857 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1858 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1859 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1862 if (reg_maps
->shader_version
.major
< 3)
1863 return input_reg_used
[idx
];
1865 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1867 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1869 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1872 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1873 && input
->semantic_idx
== idx
)
1875 if (input_reg_used
[input
->register_idx
])
1884 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1885 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1887 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1889 if (version
->major
>= 4)
1890 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1892 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1895 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1896 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1899 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1900 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1901 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1902 index
, scalar_type
, scalar_type
, index
);
1905 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1906 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1908 unsigned int index
= e
->register_idx
;
1910 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1912 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1916 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1918 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1922 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1923 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1925 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1926 shader_addline(buffer
, "layout(location = %u) ", index
);
1928 switch (e
->component_type
)
1930 case WINED3D_TYPE_UINT
:
1931 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1933 case WINED3D_TYPE_INT
:
1934 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1938 FIXME("Unhandled type %#x.\n", e
->component_type
);
1940 case WINED3D_TYPE_UNKNOWN
:
1941 case WINED3D_TYPE_FLOAT
:
1942 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1947 /** Generate the variable & register declarations for the GLSL output target */
1948 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1949 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1950 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1952 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1953 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1954 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1955 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1956 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1957 unsigned int i
, extra_constants_needed
= 0;
1958 const struct wined3d_shader_lconst
*lconst
;
1962 prefix
= shader_glsl_get_prefix(version
->type
);
1964 /* Prototype the subroutines */
1965 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1967 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1970 /* Declare the constants (aka uniforms) */
1971 if (shader
->limits
->constant_float
> 0)
1973 unsigned max_constantsF
;
1975 /* Unless the shader uses indirect addressing, always declare the
1976 * maximum array size and ignore that we need some uniforms privately.
1977 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1978 * and immediate values, still declare VC[256]. If the shader needs
1979 * more uniforms than we have it won't work in any case. If it uses
1980 * less, the compiler will figure out which uniforms are really used
1981 * and strip them out. This allows a shader to use c255 on a dx9 card,
1982 * as long as it doesn't also use all the other constants.
1984 * If the shader uses indirect addressing the compiler must assume
1985 * that all declared uniforms are used. In this case, declare only the
1986 * amount that we're assured to have.
1988 * Thus we run into problems in these two cases:
1989 * 1) The shader really uses more uniforms than supported.
1990 * 2) The shader uses indirect addressing, less constants than
1991 * supported, but uses a constant index > #supported consts. */
1992 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1994 /* No indirect addressing here. */
1995 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1999 if (reg_maps
->usesrelconstF
)
2001 /* Subtract the other potential uniforms from the max
2002 * available (bools, ints, and 1 row of projection matrix).
2003 * Subtract another uniform for immediate values, which have
2004 * to be loaded via uniform by the driver as well. The shader
2005 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2006 * shader code, so one vec4 should be enough. (Unfortunately
2007 * the Nvidia driver doesn't store 128 and -128 in one float).
2009 * Writing gl_ClipVertex requires one uniform for each
2010 * clipplane as well. */
2011 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2012 if (vs_args
->clip_enabled
)
2013 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2014 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2015 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2016 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2017 * for now take this into account when calculating the number of available constants
2019 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2020 /* Set by driver quirks in directx.c */
2021 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2023 if (max_constantsF
< shader
->limits
->constant_float
)
2025 static unsigned int once
;
2028 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2029 " it may not render correctly.\n");
2031 WARN("The hardware does not support enough uniform components to run this shader.\n");
2036 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2039 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2040 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2043 /* Always declare the full set of constants, the compiler can remove the
2044 * unused ones because d3d doesn't (yet) support indirect int and bool
2045 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2046 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2047 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2049 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2050 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2052 /* Declare immediate constant buffer */
2054 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2056 /* Declare constant buffers */
2057 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
2059 if (reg_maps
->cb_sizes
[i
])
2060 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2061 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2064 /* Declare texture samplers */
2065 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2067 struct wined3d_shader_sampler_map_entry
*entry
;
2068 const char *sampler_type_prefix
, *sampler_type
;
2069 BOOL shadow_sampler
, tex_rect
;
2071 entry
= ®_maps
->sampler_map
.entries
[i
];
2073 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2075 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2079 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2081 case WINED3D_DATA_FLOAT
:
2082 case WINED3D_DATA_UNORM
:
2083 case WINED3D_DATA_SNORM
:
2084 sampler_type_prefix
= "";
2087 case WINED3D_DATA_INT
:
2088 sampler_type_prefix
= "i";
2091 case WINED3D_DATA_UINT
:
2092 sampler_type_prefix
= "u";
2096 sampler_type_prefix
= "";
2097 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2101 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2102 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2104 case WINED3D_SHADER_RESOURCE_BUFFER
:
2105 sampler_type
= "samplerBuffer";
2108 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2110 sampler_type
= "sampler1DShadow";
2112 sampler_type
= "sampler1D";
2115 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2116 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2117 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2118 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2122 sampler_type
= "sampler2DRectShadow";
2124 sampler_type
= "sampler2DShadow";
2129 sampler_type
= "sampler2DRect";
2131 sampler_type
= "sampler2D";
2135 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2137 FIXME("Unsupported 3D shadow sampler.\n");
2138 sampler_type
= "sampler3D";
2141 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2143 FIXME("Unsupported Cube shadow sampler.\n");
2144 sampler_type
= "samplerCube";
2147 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2149 sampler_type
= "sampler2DArrayShadow";
2151 sampler_type
= "sampler2DArray";
2154 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2156 FIXME("Unsupported Cube array shadow sampler.\n");
2157 sampler_type
= "samplerCubeArray";
2161 sampler_type
= "unsupported_sampler";
2162 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2165 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2166 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2169 /* Declare images */
2170 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2172 const char *image_type_prefix
, *image_type
, *read_format
;
2174 if (!reg_maps
->uav_resource_info
[i
].type
)
2177 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2179 case WINED3D_DATA_FLOAT
:
2180 case WINED3D_DATA_UNORM
:
2181 case WINED3D_DATA_SNORM
:
2182 image_type_prefix
= "";
2183 read_format
= "r32f";
2186 case WINED3D_DATA_INT
:
2187 image_type_prefix
= "i";
2188 read_format
= "r32i";
2191 case WINED3D_DATA_UINT
:
2192 image_type_prefix
= "u";
2193 read_format
= "r32ui";
2197 image_type_prefix
= "";
2199 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2203 switch (reg_maps
->uav_resource_info
[i
].type
)
2205 case WINED3D_SHADER_RESOURCE_BUFFER
:
2206 image_type
= "imageBuffer";
2209 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2210 image_type
= "image2D";
2213 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2214 image_type
= "image3D";
2217 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2218 image_type
= "image2DArray";
2222 image_type
= "unsupported_image";
2223 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2227 if (reg_maps
->uav_read_mask
& (1u << i
))
2228 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2229 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2231 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2232 image_type_prefix
, image_type
, prefix
, i
);
2235 /* Declare uniforms for NP2 texcoord fixup:
2236 * This is NOT done inside the loop that declares the texture samplers
2237 * since the NP2 fixup code is currently only used for the GeforceFX
2238 * series and when forcing the ARB_npot extension off. Modern cards just
2239 * skip the code anyway, so put it inside a separate loop. */
2240 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2242 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2245 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2246 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2247 * samplerNP2Fixup stores texture dimensions and is updated through
2248 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2250 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2252 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2255 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2257 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2261 fixup
->idx
[i
] = cur
++;
2264 fixup
->num_consts
= (cur
+ 1) >> 1;
2265 fixup
->active
= ps_args
->np2_fixup
;
2266 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2269 /* Declare address variables */
2270 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2272 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2275 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2277 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2278 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2280 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2282 shader_addline(buffer
, "uniform struct\n{\n");
2283 shader_addline(buffer
, " float size;\n");
2284 shader_addline(buffer
, " float size_min;\n");
2285 shader_addline(buffer
, " float size_max;\n");
2286 shader_addline(buffer
, "} ffp_point;\n");
2289 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2291 if (vs_args
->clip_enabled
)
2292 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2294 if (version
->major
< 3)
2296 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2297 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2298 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2299 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2303 if (version
->major
< 4)
2304 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2306 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2308 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2310 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2314 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2315 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2316 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2317 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2320 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2322 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2324 shader_addline(buffer
, "uniform struct\n{\n");
2325 shader_addline(buffer
, " vec4 color;\n");
2326 shader_addline(buffer
, " float density;\n");
2327 shader_addline(buffer
, " float end;\n");
2328 shader_addline(buffer
, " float scale;\n");
2329 shader_addline(buffer
, "} ffp_fog;\n");
2331 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2333 if (glsl_is_color_reg_read(shader
, 0))
2334 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2335 if (glsl_is_color_reg_read(shader
, 1))
2336 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2337 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2338 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2342 if (glsl_is_color_reg_read(shader
, 0))
2343 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2344 if (glsl_is_color_reg_read(shader
, 1))
2345 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2346 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2347 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2348 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2352 if (version
->major
>= 3)
2354 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2356 if (ps_args
->vp_mode
== vertexshader
)
2357 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2358 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2361 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2366 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2368 if (reg_maps
->luminanceparams
& (1u << i
))
2370 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2371 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2372 extra_constants_needed
++;
2375 extra_constants_needed
++;
2378 if (ps_args
->srgb_correction
)
2380 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2381 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2382 shader_addline(buffer
, ";\n");
2383 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2384 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2385 shader_addline(buffer
, ";\n");
2387 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2389 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2391 ++extra_constants_needed
;
2392 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2396 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2398 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2399 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2400 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2401 else if (!ps_args
->render_offscreen
)
2402 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2404 shader_addline(buffer
, "vec4 vpos;\n");
2408 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2409 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2411 if (!needs_legacy_glsl_syntax(gl_info
))
2412 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2414 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2415 FIXME("Insufficient uniforms to run this shader.\n");
2418 /* Declare output register temporaries */
2419 if (shader
->limits
->packed_output
)
2420 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2422 /* Declare temporary variables */
2423 if (reg_maps
->temporary_count
)
2425 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2426 shader_addline(buffer
, "vec4 R%u;\n", i
);
2430 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2433 shader_addline(buffer
, "vec4 R%u;\n", i
);
2437 /* Declare indexable temporary variables */
2438 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2440 if (idx_temp_reg
->component_count
!= 4)
2441 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2442 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2445 /* Declare loop registers aLx */
2446 if (version
->major
< 4)
2448 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2450 shader_addline(buffer
, "int aL%u;\n", i
);
2451 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2455 /* Temporary variables for matrix operations */
2456 shader_addline(buffer
, "vec4 tmp0;\n");
2457 shader_addline(buffer
, "vec4 tmp1;\n");
2459 if (!shader
->load_local_constsF
)
2461 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2463 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2464 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2465 shader_addline(buffer
, ";\n");
2470 /*****************************************************************************
2471 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2473 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2474 ****************************************************************************/
2477 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2478 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2480 /** Used for opcode modifiers - They multiply the result by the specified amount */
2481 static const char * const shift_glsl_tab
[] = {
2483 "2.0 * ", /* 1 (x2) */
2484 "4.0 * ", /* 2 (x4) */
2485 "8.0 * ", /* 3 (x8) */
2486 "16.0 * ", /* 4 (x16) */
2487 "32.0 * ", /* 5 (x32) */
2494 "0.0625 * ", /* 12 (d16) */
2495 "0.125 * ", /* 13 (d8) */
2496 "0.25 * ", /* 14 (d4) */
2497 "0.5 * " /* 15 (d2) */
2500 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2501 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2502 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2504 switch (src_modifier
)
2506 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2507 case WINED3DSPSM_DW
:
2508 case WINED3DSPSM_NONE
:
2509 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2511 case WINED3DSPSM_NEG
:
2512 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2514 case WINED3DSPSM_NOT
:
2515 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2517 case WINED3DSPSM_BIAS
:
2518 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2520 case WINED3DSPSM_BIASNEG
:
2521 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2523 case WINED3DSPSM_SIGN
:
2524 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2526 case WINED3DSPSM_SIGNNEG
:
2527 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2529 case WINED3DSPSM_COMP
:
2530 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2532 case WINED3DSPSM_X2
:
2533 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2535 case WINED3DSPSM_X2NEG
:
2536 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2538 case WINED3DSPSM_ABS
:
2539 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2541 case WINED3DSPSM_ABSNEG
:
2542 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2545 FIXME("Unhandled modifier %u\n", src_modifier
);
2546 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2550 /** Writes the GLSL variable name that corresponds to the register that the
2551 * DX opcode parameter is trying to access */
2552 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2553 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2555 /* oPos, oFog and oPts in D3D */
2556 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2558 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2559 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2560 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2561 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2562 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2563 struct glsl_src_param rel_param0
, rel_param1
;
2564 char imm_str
[4][17];
2566 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2567 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2568 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2569 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2574 case WINED3DSPR_TEMP
:
2575 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2578 case WINED3DSPR_INPUT
:
2579 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2581 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2583 if (reg
->idx
[0].rel_addr
)
2584 FIXME("VS3+ input registers relative addressing.\n");
2585 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2587 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2591 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2593 if (reg
->idx
[0].rel_addr
)
2595 if (reg
->idx
[1].rel_addr
)
2596 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2597 rel_param0
.param_str
, reg
->idx
[0].offset
,
2598 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2599 rel_param1
.param_str
, reg
->idx
[1].offset
);
2601 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2602 rel_param0
.param_str
, reg
->idx
[0].offset
,
2603 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2604 reg
->idx
[1].offset
);
2606 else if (reg
->idx
[1].rel_addr
)
2607 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2608 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2609 rel_param1
.param_str
, reg
->idx
[1].offset
);
2611 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2612 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2613 reg
->idx
[1].offset
);
2617 /* pixel shaders >= 3.0 */
2618 if (version
->major
>= 3)
2620 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2621 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2623 if (reg
->idx
[0].rel_addr
)
2625 /* Removing a + 0 would be an obvious optimization, but
2626 * OS X doesn't see the NOP operation there. */
2629 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2630 && shader
->u
.ps
.declared_in_count
> in_count
)
2632 sprintf(register_name
,
2633 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2634 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2635 prefix
, rel_param0
.param_str
, idx
);
2639 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2644 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2645 && shader
->u
.ps
.declared_in_count
> in_count
)
2647 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2648 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2649 prefix
, rel_param0
.param_str
);
2653 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2659 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2660 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2661 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2666 if (!reg
->idx
[0].offset
)
2667 strcpy(register_name
, "ffp_varying_diffuse");
2669 strcpy(register_name
, "ffp_varying_specular");
2674 case WINED3DSPR_CONST
:
2676 /* Relative addressing */
2677 if (reg
->idx
[0].rel_addr
)
2679 if (wined3d_settings
.check_float_constants
)
2680 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2681 rel_param0
.param_str
, reg
->idx
[0].offset
,
2682 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2683 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2684 else if (reg
->idx
[0].offset
)
2685 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2687 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2691 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2692 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2694 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2699 case WINED3DSPR_CONSTINT
:
2700 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2703 case WINED3DSPR_CONSTBOOL
:
2704 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2707 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2708 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2709 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2711 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2714 case WINED3DSPR_LOOP
:
2715 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2718 case WINED3DSPR_SAMPLER
:
2719 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2722 case WINED3DSPR_COLOROUT
:
2723 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2724 WARN("Write to render target %u, only %d supported.\n",
2725 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2727 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2730 case WINED3DSPR_RASTOUT
:
2731 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2734 case WINED3DSPR_DEPTHOUT
:
2735 sprintf(register_name
, "gl_FragDepth");
2738 case WINED3DSPR_ATTROUT
:
2739 if (!reg
->idx
[0].offset
)
2740 sprintf(register_name
, "%s_out[8]", prefix
);
2742 sprintf(register_name
, "%s_out[9]", prefix
);
2745 case WINED3DSPR_TEXCRDOUT
:
2746 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2747 if (reg
->idx
[0].rel_addr
)
2748 FIXME("VS3 output registers relative addressing.\n");
2749 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2752 case WINED3DSPR_MISCTYPE
:
2753 if (!reg
->idx
[0].offset
)
2756 sprintf(register_name
, "vpos");
2758 else if (reg
->idx
[0].offset
== 1)
2760 /* Note that gl_FrontFacing is a bool, while vFace is
2761 * a float for which the sign determines front/back */
2762 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2766 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2767 sprintf(register_name
, "unrecognized_register");
2771 case WINED3DSPR_IMMCONST
:
2772 switch (reg
->immconst_type
)
2774 case WINED3D_IMMCONST_SCALAR
:
2775 switch (reg
->data_type
)
2777 case WINED3D_DATA_FLOAT
:
2778 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2779 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2781 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2783 case WINED3D_DATA_INT
:
2784 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2786 case WINED3D_DATA_RESOURCE
:
2787 case WINED3D_DATA_SAMPLER
:
2788 case WINED3D_DATA_UINT
:
2789 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2792 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2797 case WINED3D_IMMCONST_VEC4
:
2798 switch (reg
->data_type
)
2800 case WINED3D_DATA_FLOAT
:
2801 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2803 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2804 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2805 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2809 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2810 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2811 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2812 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2813 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2814 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2817 case WINED3D_DATA_INT
:
2818 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2819 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2820 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2822 case WINED3D_DATA_RESOURCE
:
2823 case WINED3D_DATA_SAMPLER
:
2824 case WINED3D_DATA_UINT
:
2825 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2826 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2827 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2830 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2836 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2837 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2841 case WINED3DSPR_CONSTBUFFER
:
2842 if (reg
->idx
[1].rel_addr
)
2843 sprintf(register_name
, "%s_cb%u[%s + %u]",
2844 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2846 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2849 case WINED3DSPR_IMMCONSTBUFFER
:
2850 if (reg
->idx
[0].rel_addr
)
2851 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2853 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2856 case WINED3DSPR_PRIMID
:
2857 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2860 case WINED3DSPR_IDXTEMP
:
2861 if (reg
->idx
[1].rel_addr
)
2862 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2864 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2867 case WINED3DSPR_LOCALTHREADINDEX
:
2868 sprintf(register_name
, "int(gl_LocalInvocationIndex)");
2871 case WINED3DSPR_THREADID
:
2872 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2875 case WINED3DSPR_THREADGROUPID
:
2876 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
2879 case WINED3DSPR_LOCALTHREADID
:
2880 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
2884 FIXME("Unhandled register type %#x.\n", reg
->type
);
2885 sprintf(register_name
, "unrecognized_register");
2890 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2893 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2894 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2895 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2896 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2900 /* Get the GLSL write mask for the destination register */
2901 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2903 DWORD mask
= param
->write_mask
;
2905 if (shader_is_scalar(¶m
->reg
))
2907 mask
= WINED3DSP_WRITEMASK_0
;
2912 shader_glsl_write_mask_to_str(mask
, write_mask
);
2918 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2919 unsigned int size
= 0;
2921 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2922 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2923 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2924 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2929 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2931 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2932 * but addressed as "rgba". To fix this we need to swap the register's x
2933 * and z components. */
2934 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2937 /* swizzle bits fields: wwzzyyxx */
2938 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2939 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2940 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2941 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2945 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2946 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2948 if (shader_is_scalar(¶m
->reg
))
2949 *swizzle_str
= '\0';
2951 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2954 /* From a given parameter token, generate the corresponding GLSL string.
2955 * Also, return the actual register name and swizzle in case the
2956 * caller needs this information as well. */
2957 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
2958 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2959 enum wined3d_data_type data_type
)
2961 BOOL is_color
= FALSE
;
2962 char swizzle_str
[6];
2964 glsl_src
->reg_name
[0] = '\0';
2965 glsl_src
->param_str
[0] = '\0';
2966 swizzle_str
[0] = '\0';
2968 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2969 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2971 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
2972 || wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
2973 || wined3d_src
->reg
.type
== WINED3DSPR_LOCALTHREADINDEX
2974 || wined3d_src
->reg
.type
== WINED3DSPR_THREADID
2975 || wined3d_src
->reg
.type
== WINED3DSPR_THREADGROUPID
2976 || wined3d_src
->reg
.type
== WINED3DSPR_LOCALTHREADID
)
2978 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2986 case WINED3D_DATA_FLOAT
:
2987 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2989 case WINED3D_DATA_INT
:
2990 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2992 case WINED3D_DATA_RESOURCE
:
2993 case WINED3D_DATA_SAMPLER
:
2994 case WINED3D_DATA_UINT
:
2995 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2998 FIXME("Unhandled data type %#x.\n", data_type
);
2999 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
3003 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
3007 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3008 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3010 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3013 /* From a given parameter token, generate the corresponding GLSL string.
3014 * Also, return the actual register name and swizzle in case the
3015 * caller needs this information as well. */
3016 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3017 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3019 BOOL is_color
= FALSE
;
3021 glsl_dst
->mask_str
[0] = '\0';
3022 glsl_dst
->reg_name
[0] = '\0';
3024 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
3025 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3028 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3029 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3030 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3031 enum wined3d_data_type data_type
)
3033 struct glsl_dst_param glsl_dst
;
3036 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3040 case WINED3D_DATA_FLOAT
:
3041 shader_addline(buffer
, "%s%s = %s(",
3042 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3044 case WINED3D_DATA_INT
:
3045 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3046 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3048 case WINED3D_DATA_RESOURCE
:
3049 case WINED3D_DATA_SAMPLER
:
3050 case WINED3D_DATA_UINT
:
3051 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3052 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3055 FIXME("Unhandled data type %#x.\n", data_type
);
3056 shader_addline(buffer
, "%s%s = %s(",
3057 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3065 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3066 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3068 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3071 /** Process GLSL instruction modifiers */
3072 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3074 struct glsl_dst_param dst_param
;
3077 if (!ins
->dst_count
) return;
3079 modifiers
= ins
->dst
[0].modifiers
;
3080 if (!modifiers
) return;
3082 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3084 if (modifiers
& WINED3DSPDM_SATURATE
)
3086 /* _SAT means to clamp the value of the register to between 0 and 1 */
3087 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3088 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3091 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3093 FIXME("_centroid modifier not handled\n");
3096 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3098 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3102 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3106 case WINED3D_SHADER_REL_OP_GT
: return ">";
3107 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3108 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3109 case WINED3D_SHADER_REL_OP_LT
: return "<";
3110 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3111 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3113 FIXME("Unrecognized operator %#x.\n", op
);
3118 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3119 const struct wined3d_shader_version
*version
)
3121 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3124 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3125 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3127 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3128 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3129 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3130 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3131 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3132 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3133 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3134 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3135 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3136 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3137 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3138 const char *base
= "texture", *type_part
= "", *suffix
= "";
3139 unsigned int coord_size
, deriv_size
;
3142 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3144 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3146 ERR("Unexpected resource type %#x.\n", resource_type
);
3147 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3149 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3150 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3152 /* Note that there's no such thing as a projected cube texture. */
3153 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3156 if (needs_legacy_glsl_syntax(gl_info
))
3161 type_part
= resource_type_info
[resource_type
].type_part
;
3162 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3163 type_part
= "2DRect";
3165 FIXME("Unhandled resource type %#x.\n", resource_type
);
3167 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3169 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3172 FIXME("Unsupported grad function.\n");
3176 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3178 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3179 if (flags
& ~texel_fetch_flags
)
3180 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3182 base
= "texelFetch";
3186 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3187 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3188 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3190 coord_size
= resource_type_info
[resource_type
].coord_size
;
3191 deriv_size
= coord_size
;
3196 sample_function
->offset_size
= offset
? deriv_size
: 0;
3197 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3198 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3199 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3202 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3203 struct glsl_sample_function
*sample_function
)
3205 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3207 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3210 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3211 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3213 switch(channel_source
)
3215 case CHANNEL_SOURCE_ZERO
:
3216 strcat(arguments
, "0.0");
3219 case CHANNEL_SOURCE_ONE
:
3220 strcat(arguments
, "1.0");
3223 case CHANNEL_SOURCE_X
:
3224 strcat(arguments
, reg_name
);
3225 strcat(arguments
, ".x");
3228 case CHANNEL_SOURCE_Y
:
3229 strcat(arguments
, reg_name
);
3230 strcat(arguments
, ".y");
3233 case CHANNEL_SOURCE_Z
:
3234 strcat(arguments
, reg_name
);
3235 strcat(arguments
, ".z");
3238 case CHANNEL_SOURCE_W
:
3239 strcat(arguments
, reg_name
);
3240 strcat(arguments
, ".w");
3244 FIXME("Unhandled channel source %#x\n", channel_source
);
3245 strcat(arguments
, "undefined");
3249 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3252 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3253 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3255 unsigned int mask_size
, remaining
;
3256 DWORD fixup_mask
= 0;
3257 char arguments
[256];
3260 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3261 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3262 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3263 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3264 if (!(mask
&= fixup_mask
))
3267 if (is_complex_fixup(fixup
))
3269 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3270 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3274 shader_glsl_write_mask_to_str(mask
, mask_str
);
3275 mask_size
= shader_glsl_get_write_mask_size(mask
);
3277 arguments
[0] = '\0';
3278 remaining
= mask_size
;
3279 if (mask
& WINED3DSP_WRITEMASK_0
)
3281 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3282 if (--remaining
) strcat(arguments
, ", ");
3284 if (mask
& WINED3DSP_WRITEMASK_1
)
3286 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3287 if (--remaining
) strcat(arguments
, ", ");
3289 if (mask
& WINED3DSP_WRITEMASK_2
)
3291 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3292 if (--remaining
) strcat(arguments
, ", ");
3294 if (mask
& WINED3DSP_WRITEMASK_3
)
3296 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3297 if (--remaining
) strcat(arguments
, ", ");
3301 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3303 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3306 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3311 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3312 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3315 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3316 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3317 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3318 const char *coord_reg_fmt
, ...)
3320 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3321 char dst_swizzle
[6];
3322 struct color_fixup_desc fixup
;
3323 BOOL np2_fixup
= FALSE
;
3327 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3329 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3330 * We actually rely on it for vertex shaders and SM4+. */
3331 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3333 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3334 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3336 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3341 fixup
= COLOR_FIXUP_IDENTITY
;
3344 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3346 if (sample_function
->output_single_component
)
3347 shader_addline(ins
->ctx
->buffer
, "vec4(");
3349 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3350 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3354 va_start(args
, coord_reg_fmt
);
3355 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3359 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3365 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3366 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3368 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3371 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3372 idx
>> 1, (idx
% 2) ? "z" : "x");
3375 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3376 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3379 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3380 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3383 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3384 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3389 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3391 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3392 if (sample_function
->offset_size
)
3394 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3395 shader_addline(ins
->ctx
->buffer
, ", ");
3396 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3398 shader_addline(ins
->ctx
->buffer
, ")");
3400 if (sample_function
->output_single_component
)
3401 shader_addline(ins
->ctx
->buffer
, ")");
3403 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3405 if (!is_identity_fixup(fixup
))
3406 shader_glsl_color_correction(ins
, fixup
);
3409 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3411 /* Write the final position.
3413 * OpenGL coordinates specify the center of the pixel while D3D coords
3414 * specify the corner. The offsets are stored in z and w in
3415 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3416 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3418 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3419 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3421 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3424 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3425 * shaders are run before the homogeneous divide, so we have to take the w
3426 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3428 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3431 /*****************************************************************************
3432 * Begin processing individual instruction opcodes
3433 ****************************************************************************/
3435 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3437 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3438 struct glsl_src_param src0_param
;
3439 struct glsl_src_param src1_param
;
3443 /* Determine the GLSL operator to use based on the opcode */
3444 switch (ins
->handler_idx
)
3446 case WINED3DSIH_ADD
: op
= "+"; break;
3447 case WINED3DSIH_AND
: op
= "&"; break;
3448 case WINED3DSIH_DIV
: op
= "/"; break;
3449 case WINED3DSIH_IADD
: op
= "+"; break;
3450 case WINED3DSIH_ISHL
: op
= "<<"; break;
3451 case WINED3DSIH_ISHR
: op
= ">>"; break;
3452 case WINED3DSIH_MUL
: op
= "*"; break;
3453 case WINED3DSIH_OR
: op
= "|"; break;
3454 case WINED3DSIH_SUB
: op
= "-"; break;
3455 case WINED3DSIH_USHR
: op
= ">>"; break;
3456 case WINED3DSIH_XOR
: op
= "^"; break;
3458 op
= "<unhandled operator>";
3459 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3463 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3464 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3465 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3466 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3469 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3471 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3472 struct glsl_src_param src0_param
;
3473 struct glsl_src_param src1_param
;
3474 unsigned int mask_size
;
3478 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3479 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3480 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3481 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3485 switch (ins
->handler_idx
)
3487 case WINED3DSIH_EQ
: op
= "equal"; break;
3488 case WINED3DSIH_IEQ
: op
= "equal"; break;
3489 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3490 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3491 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3492 case WINED3DSIH_LT
: op
= "lessThan"; break;
3493 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3494 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3495 case WINED3DSIH_NE
: op
= "notEqual"; break;
3496 case WINED3DSIH_INE
: op
= "notEqual"; break;
3498 op
= "<unhandled operator>";
3499 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3503 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3504 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3508 switch (ins
->handler_idx
)
3510 case WINED3DSIH_EQ
: op
= "=="; break;
3511 case WINED3DSIH_IEQ
: op
= "=="; break;
3512 case WINED3DSIH_GE
: op
= ">="; break;
3513 case WINED3DSIH_IGE
: op
= ">="; break;
3514 case WINED3DSIH_UGE
: op
= ">="; break;
3515 case WINED3DSIH_LT
: op
= "<"; break;
3516 case WINED3DSIH_ILT
: op
= "<"; break;
3517 case WINED3DSIH_ULT
: op
= "<"; break;
3518 case WINED3DSIH_NE
: op
= "!="; break;
3519 case WINED3DSIH_INE
: op
= "!="; break;
3521 op
= "<unhandled operator>";
3522 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3526 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3527 src0_param
.param_str
, op
, src1_param
.param_str
);
3531 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3533 struct glsl_src_param src_param
;
3537 switch (ins
->handler_idx
)
3539 case WINED3DSIH_INEG
: op
= "-"; break;
3540 case WINED3DSIH_NOT
: op
= "~"; break;
3542 op
= "<unhandled operator>";
3543 ERR("Unhandled opcode %s.\n",
3544 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3548 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3549 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3550 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3553 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3555 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3556 struct glsl_src_param src0_param
;
3557 struct glsl_src_param src1_param
;
3560 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3561 * not, we can emulate it. */
3562 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3563 FIXME("64-bit integer multiplies not implemented.\n");
3565 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
);
3571 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3572 src0_param
.param_str
, src1_param
.param_str
);
3576 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3578 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3579 struct glsl_src_param src0_param
, src1_param
;
3582 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3584 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3588 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3589 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3590 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3591 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3592 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3594 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3595 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3596 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3597 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3599 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3600 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3604 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3605 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3606 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3607 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3610 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3612 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3613 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3614 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3615 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3619 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3620 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3622 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3623 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3624 struct glsl_src_param src0_param
;
3627 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3628 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3630 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3631 * shader versions WINED3DSIO_MOVA is used for this. */
3632 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3633 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3634 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3636 /* This is a simple floor() */
3637 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3638 if (mask_size
> 1) {
3639 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3641 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3644 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3646 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3647 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3649 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3652 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3654 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3659 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3660 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3662 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3663 src0_param
.param_str
, src0_param
.param_str
);
3668 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3672 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3673 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3675 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3676 struct glsl_src_param src0_param
;
3677 struct glsl_src_param src1_param
;
3678 DWORD dst_write_mask
, src_write_mask
;
3679 unsigned int dst_size
;
3681 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3682 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3684 /* dp4 works on vec4, dp3 on vec3, etc. */
3685 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3686 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3687 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3688 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3690 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3692 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3693 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3696 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3698 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3702 /* Note that this instruction has some restrictions. The destination write mask
3703 * can't contain the w component, and the source swizzles have to be .xyzw */
3704 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3706 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3707 struct glsl_src_param src0_param
;
3708 struct glsl_src_param src1_param
;
3711 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3712 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3713 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3714 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3715 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3718 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3720 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3723 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3725 FIXME("Unhandled primitive stream %u.\n", stream
);
3728 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3729 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3730 * GLSL uses the value as-is. */
3731 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3733 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3734 struct glsl_src_param src0_param
;
3735 struct glsl_src_param src1_param
;
3736 DWORD dst_write_mask
;
3737 unsigned int dst_size
;
3739 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3740 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3742 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3743 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3747 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3748 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3752 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3753 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3757 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3758 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3760 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3761 struct glsl_src_param src_param
;
3762 const char *instruction
;
3766 /* Determine the GLSL function to use based on the opcode */
3767 /* TODO: Possibly make this a table for faster lookups */
3768 switch (ins
->handler_idx
)
3770 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3771 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
3772 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
3773 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3774 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3775 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3776 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3777 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3778 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3779 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
3780 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
3781 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
3782 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3783 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3784 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3785 case WINED3DSIH_MAX
: instruction
= "max"; break;
3786 case WINED3DSIH_MIN
: instruction
= "min"; break;
3787 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3788 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3789 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3790 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3791 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3792 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3793 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3794 default: instruction
= "";
3795 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3799 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3801 /* In D3D bits are numbered from the most significant bit. */
3802 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
3803 shader_addline(buffer
, "31 - ");
3804 shader_addline(buffer
, "%s(", instruction
);
3808 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3809 shader_addline(buffer
, "%s", src_param
.param_str
);
3810 for (i
= 1; i
< ins
->src_count
; ++i
)
3812 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3813 shader_addline(buffer
, ", %s", src_param
.param_str
);
3817 shader_addline(buffer
, "));\n");
3820 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
3822 struct wined3d_shader_dst_param dst
;
3823 struct glsl_src_param src
;
3828 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
3829 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3832 for (i
= 0; i
< 4; ++i
)
3834 write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3835 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3837 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3838 &dst
, dst
.reg
.data_type
)))
3841 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
3842 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
3846 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
3848 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3849 struct wined3d_shader_dst_param dst
;
3850 struct glsl_src_param src
[4];
3851 const char *instruction
;
3855 switch (ins
->handler_idx
)
3857 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
3858 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
3860 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3865 for (i
= 0; i
< 4; ++i
)
3867 write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3868 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3870 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3871 &dst
, dst
.reg
.data_type
)))
3874 for (j
= 0; j
< ins
->src_count
; ++j
)
3875 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
3876 shader_addline(buffer
, "%s(", instruction
);
3877 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
3878 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
3879 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
3883 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3885 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3887 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3888 struct glsl_src_param src_param
;
3889 unsigned int mask_size
;
3893 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3894 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3895 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3897 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3898 src_param
.param_str
, src_param
.param_str
);
3899 shader_glsl_append_dst(buffer
, ins
);
3903 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3904 mask_size
, src_param
.param_str
);
3908 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3909 src_param
.param_str
);
3913 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3915 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3916 ins
->ctx
->reg_maps
->shader_version
.minor
);
3917 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3918 struct glsl_src_param src0_param
;
3919 const char *prefix
, *suffix
;
3920 unsigned int dst_size
;
3921 DWORD dst_write_mask
;
3923 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3924 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3926 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3927 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3929 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3931 switch (ins
->handler_idx
)
3933 case WINED3DSIH_EXP
:
3934 case WINED3DSIH_EXPP
:
3939 case WINED3DSIH_LOG
:
3940 case WINED3DSIH_LOGP
:
3941 prefix
= "log2(abs(";
3945 case WINED3DSIH_RCP
:
3950 case WINED3DSIH_RSQ
:
3951 prefix
= "inversesqrt(abs(";
3958 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3962 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3963 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3965 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3968 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3969 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3970 * dst.x = 2^(floor(src))
3971 * dst.y = src - floor(src)
3972 * dst.z = 2^src (partial precision is allowed, but optional)
3974 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3975 * dst = 2^src; (partial precision is allowed, but optional)
3977 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3979 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3981 struct glsl_src_param src_param
;
3984 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3986 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3987 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3988 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3989 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3991 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3992 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3993 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3997 shader_glsl_scalar_op(ins
);
4000 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4001 const char *vector_constructor
, const char *scalar_constructor
)
4003 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4004 struct glsl_src_param src_param
;
4005 unsigned int mask_size
;
4008 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4009 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4010 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4013 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4015 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4018 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4020 shader_glsl_cast(ins
, "ivec", "int");
4023 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4025 shader_glsl_cast(ins
, "uvec", "uint");
4028 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4030 shader_glsl_cast(ins
, "vec", "float");
4033 /** Process signed comparison opcodes in GLSL. */
4034 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4036 struct glsl_src_param src0_param
;
4037 struct glsl_src_param src1_param
;
4039 unsigned int mask_size
;
4041 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4042 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4043 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4044 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4046 if (mask_size
> 1) {
4047 const char *compare
;
4049 switch(ins
->handler_idx
)
4051 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4052 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4053 default: compare
= "";
4054 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4057 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4058 src0_param
.param_str
, src1_param
.param_str
);
4060 switch(ins
->handler_idx
)
4062 case WINED3DSIH_SLT
:
4063 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4064 * to return 0.0 but step returns 1.0 because step is not < x
4065 * An alternative is a bvec compare padded with an unused second component.
4066 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4067 * issue. Playing with not() is not possible either because not() does not accept
4070 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4071 src0_param
.param_str
, src1_param
.param_str
);
4073 case WINED3DSIH_SGE
:
4074 /* Here we can use the step() function and safe a conditional */
4075 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4078 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4084 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4086 const char *condition_prefix
, *condition_suffix
;
4087 struct wined3d_shader_dst_param dst
;
4088 struct glsl_src_param src0_param
;
4089 struct glsl_src_param src1_param
;
4090 struct glsl_src_param src2_param
;
4091 BOOL temp_destination
= FALSE
;
4092 DWORD cmp_channel
= 0;
4097 switch (ins
->handler_idx
)
4099 case WINED3DSIH_CMP
:
4100 condition_prefix
= "";
4101 condition_suffix
= " >= 0.0";
4104 case WINED3DSIH_CND
:
4105 condition_prefix
= "";
4106 condition_suffix
= " > 0.5";
4109 case WINED3DSIH_MOVC
:
4110 condition_prefix
= "bool(";
4111 condition_suffix
= ")";
4115 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4116 condition_prefix
= "<unhandled prefix>";
4117 condition_suffix
= "<unhandled suffix>";
4121 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4123 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4124 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4125 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4126 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4128 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4129 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4130 src1_param
.param_str
, src2_param
.param_str
);
4136 /* Splitting the instruction up in multiple lines imposes a problem:
4137 * The first lines may overwrite source parameters of the following lines.
4138 * Deal with that by using a temporary destination register if needed. */
4139 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4140 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4141 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4142 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4143 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4144 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4145 temp_destination
= TRUE
;
4147 /* Cycle through all source0 channels. */
4148 for (i
= 0; i
< 4; ++i
)
4151 /* Find the destination channels which use the current source0 channel. */
4152 for (j
= 0; j
< 4; ++j
)
4154 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
4156 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4157 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4160 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4162 if (temp_destination
)
4164 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4166 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4168 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4171 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4172 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4173 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4175 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4176 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4177 src1_param
.param_str
, src2_param
.param_str
);
4180 if (temp_destination
)
4182 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4183 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4184 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4188 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4189 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4190 * the compare is done per component of src0. */
4191 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4193 struct glsl_src_param src0_param
;
4194 struct glsl_src_param src1_param
;
4195 struct glsl_src_param src2_param
;
4197 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4198 ins
->ctx
->reg_maps
->shader_version
.minor
);
4200 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4202 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4203 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4204 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4205 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4207 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4208 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4210 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4211 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4215 shader_glsl_conditional_move(ins
);
4218 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4219 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4221 struct glsl_src_param src0_param
;
4222 struct glsl_src_param src1_param
;
4223 struct glsl_src_param src2_param
;
4226 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4227 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4228 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4229 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4230 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4231 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4234 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4235 Vertex shaders to GLSL codes */
4236 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4239 int nComponents
= 0;
4240 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4241 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4242 struct wined3d_shader_instruction tmp_ins
;
4244 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4246 /* Set constants for the temporary argument */
4247 tmp_ins
.ctx
= ins
->ctx
;
4248 tmp_ins
.dst_count
= 1;
4249 tmp_ins
.dst
= &tmp_dst
;
4250 tmp_ins
.src_count
= 2;
4251 tmp_ins
.src
= tmp_src
;
4253 switch(ins
->handler_idx
)
4255 case WINED3DSIH_M4x4
:
4257 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4259 case WINED3DSIH_M4x3
:
4261 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4263 case WINED3DSIH_M3x4
:
4265 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4267 case WINED3DSIH_M3x3
:
4269 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4271 case WINED3DSIH_M3x2
:
4273 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4279 tmp_dst
= ins
->dst
[0];
4280 tmp_src
[0] = ins
->src
[0];
4281 tmp_src
[1] = ins
->src
[1];
4282 for (i
= 0; i
< nComponents
; ++i
)
4284 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4285 shader_glsl_dot(&tmp_ins
);
4286 ++tmp_src
[1].reg
.idx
[0].offset
;
4291 The LRP instruction performs a component-wise linear interpolation
4292 between the second and third operands using the first operand as the
4293 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4294 This is equivalent to mix(src2, src1, src0);
4296 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4298 struct glsl_src_param src0_param
;
4299 struct glsl_src_param src1_param
;
4300 struct glsl_src_param src2_param
;
4303 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4305 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4306 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4307 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4309 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4310 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4313 /** Process the WINED3DSIO_LIT instruction in GLSL:
4314 * dst.x = dst.w = 1.0
4315 * dst.y = (src0.x > 0) ? src0.x
4316 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4317 * where src.w is clamped at +- 128
4319 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4321 struct glsl_src_param src0_param
;
4322 struct glsl_src_param src1_param
;
4323 struct glsl_src_param src3_param
;
4326 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4327 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4329 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4330 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4331 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4333 /* The sdk specifies the instruction like this
4335 * if(src.x > 0.0) dst.y = src.x
4337 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4340 * (where power = src.w clamped between -128 and 128)
4342 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4343 * dst.x = 1.0 ... No further explanation needed
4344 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4345 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4346 * dst.w = 1.0. ... Nothing fancy.
4348 * So we still have one conditional in there. So do this:
4349 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4351 * 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),
4352 * 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.
4353 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4355 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4356 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4357 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4359 shader_addline(ins
->ctx
->buffer
,
4360 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4361 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4362 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4363 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4366 /** Process the WINED3DSIO_DST instruction in GLSL:
4368 * dst.y = src0.x * src0.y
4372 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4374 struct glsl_src_param src0y_param
;
4375 struct glsl_src_param src0z_param
;
4376 struct glsl_src_param src1y_param
;
4377 struct glsl_src_param src1w_param
;
4380 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4381 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4383 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4385 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4386 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4388 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4389 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4392 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4393 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4394 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4396 * dst.x = cos(src0.?)
4397 * dst.y = sin(src0.?)
4401 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4403 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4404 struct glsl_src_param src0_param
;
4407 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4409 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4411 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4414 case WINED3DSP_WRITEMASK_0
:
4415 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4418 case WINED3DSP_WRITEMASK_1
:
4419 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4422 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4423 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4424 src0_param
.param_str
, src0_param
.param_str
);
4428 ERR("Write mask should be .x, .y or .xy\n");
4435 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4438 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4442 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4443 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4444 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4446 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4447 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4448 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4450 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4451 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4455 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4456 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4457 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4460 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4462 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4463 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4464 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4468 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4469 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4470 * generate invalid code
4472 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4474 struct glsl_src_param src0_param
;
4477 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4478 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4480 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4483 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4484 * Start a for() loop where src1.y is the initial value of aL,
4485 * increment aL by src1.z for a total of src1.x iterations.
4486 * Need to use a temporary variable for this operation.
4488 /* FIXME: I don't think nested loops will work correctly this way. */
4489 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4491 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4492 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4493 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4494 const struct wined3d_shader_lconst
*constant
;
4495 struct glsl_src_param src1_param
;
4496 const DWORD
*control_values
= NULL
;
4498 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4500 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4502 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4503 * class hardware doesn't support real varying indexing, but Microsoft
4504 * designed this feature for Shader model 2.x+. If the loop control is
4505 * known at compile time, the GLSL compiler can unroll the loop, and
4506 * replace indirect addressing with direct addressing. */
4507 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4509 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4511 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4513 control_values
= constant
->value
;
4521 struct wined3d_shader_loop_control loop_control
;
4522 loop_control
.count
= control_values
[0];
4523 loop_control
.start
= control_values
[1];
4524 loop_control
.step
= (int)control_values
[2];
4526 if (loop_control
.step
> 0)
4528 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4529 state
->current_loop_depth
, loop_control
.start
,
4530 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4531 state
->current_loop_depth
, loop_control
.step
);
4533 else if (loop_control
.step
< 0)
4535 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4536 state
->current_loop_depth
, loop_control
.start
,
4537 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4538 state
->current_loop_depth
, loop_control
.step
);
4542 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4543 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4544 state
->current_loop_depth
, loop_control
.count
,
4545 state
->current_loop_depth
);
4550 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4551 state
->current_loop_depth
, state
->current_loop_reg
,
4552 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4553 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4556 ++state
->current_loop_reg
;
4560 shader_addline(buffer
, "for (;;)\n{\n");
4563 ++state
->current_loop_depth
;
4566 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4568 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4570 shader_addline(ins
->ctx
->buffer
, "}\n");
4572 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4574 --state
->current_loop_depth
;
4575 --state
->current_loop_reg
;
4578 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4580 --state
->current_loop_depth
;
4584 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4586 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4587 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4588 const struct wined3d_shader_lconst
*constant
;
4589 struct glsl_src_param src0_param
;
4590 const DWORD
*control_values
= NULL
;
4592 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4593 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4595 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4597 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4599 control_values
= constant
->value
;
4607 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4608 state
->current_loop_depth
, state
->current_loop_depth
,
4609 control_values
[0], state
->current_loop_depth
);
4613 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4614 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4615 state
->current_loop_depth
, state
->current_loop_depth
,
4616 src0_param
.param_str
, state
->current_loop_depth
);
4619 ++state
->current_loop_depth
;
4622 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4624 struct glsl_src_param src0_param
;
4626 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4627 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4630 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4632 struct glsl_src_param src0_param
;
4634 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4635 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4638 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4640 shader_addline(ins
->ctx
->buffer
, "default:\n");
4643 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4645 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4646 struct glsl_src_param src0_param
;
4648 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4649 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4652 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4654 struct glsl_src_param src0_param
;
4655 struct glsl_src_param src1_param
;
4657 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4658 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4660 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4661 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4664 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4666 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4669 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4671 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4673 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4674 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4675 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4678 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4680 FIXME("Unhandled primitive stream %u.\n", stream
);
4683 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4685 shader_addline(ins
->ctx
->buffer
, "break;\n");
4688 /* FIXME: According to MSDN the compare is done per component. */
4689 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4691 struct glsl_src_param src0_param
;
4692 struct glsl_src_param src1_param
;
4694 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4695 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4697 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4698 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4701 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4703 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4704 struct glsl_src_param src_param
;
4706 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4707 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4710 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4712 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4715 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4717 shader_addline(ins
->ctx
->buffer
, "}\n");
4718 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4720 /* Subroutines appear at the end of the shader. */
4721 ins
->ctx
->state
->in_subroutine
= TRUE
;
4724 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4726 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4729 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4731 struct glsl_src_param src1_param
;
4733 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4734 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4735 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4738 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4740 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
4742 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
4744 shader_glsl_generate_shader_epilogue(ins
->ctx
);
4745 shader_addline(ins
->ctx
->buffer
, "return;\n");
4749 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4751 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4752 ins
->ctx
->reg_maps
->shader_version
.minor
);
4753 struct glsl_sample_function sample_function
;
4754 DWORD sample_flags
= 0;
4756 DWORD mask
= 0, swizzle
;
4757 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4759 /* 1.0-1.4: Use destination register as sampler source.
4760 * 2.0+: Use provided sampler source. */
4761 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4762 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4764 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4766 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4768 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4769 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4770 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4772 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4773 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4775 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4776 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4778 case WINED3D_TTFF_COUNT1
:
4779 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4781 case WINED3D_TTFF_COUNT2
:
4782 mask
= WINED3DSP_WRITEMASK_1
;
4784 case WINED3D_TTFF_COUNT3
:
4785 mask
= WINED3DSP_WRITEMASK_2
;
4787 case WINED3D_TTFF_COUNT4
:
4788 case WINED3D_TTFF_DISABLE
:
4789 mask
= WINED3DSP_WRITEMASK_3
;
4794 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4796 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4798 if (src_mod
== WINED3DSPSM_DZ
) {
4799 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4800 mask
= WINED3DSP_WRITEMASK_2
;
4801 } else if (src_mod
== WINED3DSPSM_DW
) {
4802 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4803 mask
= WINED3DSP_WRITEMASK_3
;
4808 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4809 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4811 /* ps 2.0 texldp instruction always divides by the fourth component. */
4812 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4813 mask
= WINED3DSP_WRITEMASK_3
;
4817 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4818 mask
|= sample_function
.coord_mask
;
4819 sample_function
.coord_mask
= mask
;
4821 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4822 else swizzle
= ins
->src
[1].swizzle
;
4824 /* 1.0-1.3: Use destination register as coordinate source.
4825 1.4+: Use provided coordinate source register. */
4826 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4829 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4830 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4831 "T%u%s", resource_idx
, coord_mask
);
4835 struct glsl_src_param coord_param
;
4836 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4837 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4839 struct glsl_src_param bias
;
4840 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4841 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4842 NULL
, "%s", coord_param
.param_str
);
4844 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4845 "%s", coord_param
.param_str
);
4848 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4851 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4853 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4854 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4855 struct glsl_sample_function sample_function
;
4857 DWORD swizzle
= ins
->src
[1].swizzle
;
4859 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4860 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4862 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4863 shader_glsl_tex(ins
);
4867 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4869 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4870 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4871 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4872 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4874 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4875 NULL
, NULL
, "%s", coord_param
.param_str
);
4876 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4879 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4881 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4882 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4883 struct glsl_src_param coord_param
, lod_param
;
4884 struct glsl_sample_function sample_function
;
4885 DWORD swizzle
= ins
->src
[1].swizzle
;
4888 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4890 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4891 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4893 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4895 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4896 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4898 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4899 * However, the NVIDIA drivers allow them in fragment shaders as well,
4900 * even without the appropriate extension. */
4901 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4903 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4904 "%s", coord_param
.param_str
);
4905 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4908 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4909 unsigned int resource_idx
, unsigned int sampler_idx
)
4911 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4914 for (i
= 0; i
< sampler_map
->count
; ++i
)
4916 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4917 return entries
[i
].bind_idx
;
4920 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4925 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
4927 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4928 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4929 struct glsl_src_param coord_param
, data_param
, data_param2
;
4930 enum wined3d_shader_resource_type resource_type
;
4931 enum wined3d_data_type data_type
;
4932 unsigned int uav_idx
;
4936 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4937 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4938 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4940 ERR("Unexpected resource type %#x.\n", resource_type
);
4943 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4944 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4946 switch (ins
->handler_idx
)
4948 case WINED3DSIH_ATOMIC_AND
:
4949 op
= "imageAtomicAnd";
4951 case WINED3DSIH_ATOMIC_CMP_STORE
:
4952 op
= "imageAtomicCompSwap";
4954 case WINED3DSIH_ATOMIC_IADD
:
4955 op
= "imageAtomicAdd";
4957 case WINED3DSIH_ATOMIC_OR
:
4958 op
= "imageAtomicOr";
4960 case WINED3DSIH_ATOMIC_XOR
:
4961 op
= "imageAtomicXor";
4964 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4968 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &coord_param
);
4970 if (reg_maps
->uav_resource_info
[uav_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
)
4971 shader_addline(ins
->ctx
->buffer
, "%s(%s_image%u, %s / 4, ",
4972 op
, shader_glsl_get_prefix(version
->type
), uav_idx
, coord_param
.param_str
);
4974 shader_addline(ins
->ctx
->buffer
, "%s(%s_image%u, %s, ",
4975 op
, shader_glsl_get_prefix(version
->type
), uav_idx
, coord_param
.param_str
);
4977 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data_param
, data_type
);
4978 shader_addline(ins
->ctx
->buffer
, "%s", data_param
.param_str
);
4979 if (ins
->src_count
>= 3)
4981 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data_param2
, data_type
);
4982 shader_addline(ins
->ctx
->buffer
, ", %s", data_param2
.param_str
);
4985 shader_addline(ins
->ctx
->buffer
, ");\n");
4988 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
4990 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4991 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4992 enum wined3d_shader_resource_type resource_type
;
4993 struct glsl_src_param image_coord_param
;
4994 enum wined3d_data_type data_type
;
4995 DWORD coord_mask
, write_mask
;
4996 unsigned int uav_idx
;
4997 char dst_swizzle
[6];
4999 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5000 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5002 ERR("Invalid UAV index %u.\n", uav_idx
);
5005 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5006 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5008 ERR("Unexpected resource type %#x.\n", resource_type
);
5009 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5011 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5012 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5014 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5015 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5017 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5018 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5019 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5022 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5024 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5025 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5026 struct glsl_src_param image_coord_param
, image_data_param
;
5027 enum wined3d_shader_resource_type resource_type
;
5028 enum wined3d_data_type data_type
;
5029 unsigned int uav_idx
;
5032 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5033 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5035 ERR("Invalid UAV index %u.\n", uav_idx
);
5038 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5039 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5041 ERR("Unexpected resource type %#x.\n", resource_type
);
5044 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5045 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5047 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5048 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5049 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5050 shader_glsl_get_prefix(version
->type
), uav_idx
,
5051 image_coord_param
.param_str
, image_data_param
.param_str
);
5054 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5056 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5057 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5058 enum wined3d_shader_resource_type resource_type
;
5059 enum wined3d_shader_register_type reg_type
;
5060 unsigned int resource_idx
, bind_idx
, i
;
5061 enum wined3d_data_type dst_data_type
;
5062 struct glsl_src_param lod_param
;
5063 char dst_swizzle
[6];
5066 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5067 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5068 dst_data_type
= WINED3D_DATA_UINT
;
5069 else if (ins
->flags
)
5070 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5072 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5073 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5075 reg_type
= ins
->src
[1].reg
.type
;
5076 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5077 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5078 if (reg_type
== WINED3DSPR_RESOURCE
)
5080 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5081 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5082 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5086 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5087 bind_idx
= resource_idx
;
5090 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5092 ERR("Unexpected resource type %#x.\n", resource_type
);
5093 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5096 if (dst_data_type
== WINED3D_DATA_UINT
)
5097 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5099 shader_addline(ins
->ctx
->buffer
, "vec4(");
5101 if (reg_type
== WINED3DSPR_RESOURCE
)
5103 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5104 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5106 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5107 shader_addline(ins
->ctx
->buffer
, "0, ");
5109 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5111 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5112 shader_glsl_get_prefix(version
->type
), bind_idx
);
5116 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5117 shader_addline(ins
->ctx
->buffer
, "1");
5122 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5123 shader_glsl_get_prefix(version
->type
), bind_idx
);
5125 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5126 shader_addline(ins
->ctx
->buffer
, "0, ");
5128 /* For UAVs the returned miplevel count is always 1. */
5129 shader_addline(ins
->ctx
->buffer
, "1");
5132 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5135 /* FIXME: The current implementation does not handle multisample textures correctly. */
5136 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5138 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5139 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5140 struct glsl_src_param coord_param
, lod_param
;
5141 struct glsl_sample_function sample_function
;
5142 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5145 if (wined3d_shader_instruction_has_texel_offset(ins
))
5146 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5148 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5149 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5151 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5153 ERR("Invalid resource index %u.\n", resource_idx
);
5156 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5158 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5159 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5160 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5161 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5162 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5163 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5164 "%s", coord_param
.param_str
);
5165 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5168 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5170 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5171 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5172 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5173 struct glsl_sample_function sample_function
;
5176 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5177 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5178 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5179 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5180 if (wined3d_shader_instruction_has_texel_offset(ins
))
5181 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5183 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5184 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5186 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5187 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5189 switch (ins
->handler_idx
)
5191 case WINED3DSIH_SAMPLE
:
5193 case WINED3DSIH_SAMPLE_B
:
5194 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5195 lod_param_str
= lod_param
.param_str
;
5197 case WINED3DSIH_SAMPLE_GRAD
:
5198 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5199 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5200 dx_param_str
= dx_param
.param_str
;
5201 dy_param_str
= dy_param
.param_str
;
5203 case WINED3DSIH_SAMPLE_LOD
:
5204 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5205 lod_param_str
= lod_param
.param_str
;
5208 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5212 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5213 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5214 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5215 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5218 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5220 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5221 struct glsl_src_param coord_param
, compare_param
;
5222 struct glsl_sample_function sample_function
;
5223 const char *lod_param
= NULL
;
5227 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5230 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5233 if (wined3d_shader_instruction_has_texel_offset(ins
))
5234 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5236 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5237 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5239 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5240 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5241 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5242 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5243 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5244 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5245 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5246 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5247 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5250 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
5252 /* FIXME: Make this work for more than just 2D textures */
5253 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5254 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5256 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5260 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5261 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5262 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5266 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5267 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5268 char dst_swizzle
[6];
5270 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5272 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5274 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5275 struct glsl_src_param div_param
;
5276 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5278 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5281 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5283 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5287 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5292 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5293 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5294 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5295 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5297 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5298 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5299 struct glsl_sample_function sample_function
;
5300 struct glsl_src_param src0_param
;
5303 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5305 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5306 * scalar, and projected sampling would require 4.
5308 * It is a dependent read - not valid with conditional NP2 textures
5310 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5311 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5316 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5317 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5321 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5322 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5326 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5327 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5331 FIXME("Unexpected mask size %u\n", mask_size
);
5334 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5337 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5338 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5339 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5341 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5342 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5343 struct glsl_src_param src0_param
;
5345 unsigned int mask_size
;
5347 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5348 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5349 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5351 if (mask_size
> 1) {
5352 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5354 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5358 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5359 * Calculate the depth as dst.x / dst.y */
5360 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5362 struct glsl_dst_param dst_param
;
5364 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5366 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5367 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5368 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5369 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5372 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5373 dst_param
.reg_name
, dst_param
.reg_name
);
5376 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5377 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5378 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5379 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5381 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5383 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5384 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5385 struct glsl_src_param src0_param
;
5387 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5389 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5390 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5393 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5394 * Calculate the 1st of a 2-row matrix multiplication. */
5395 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5397 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5398 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5399 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5400 struct glsl_src_param src0_param
;
5402 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5403 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5406 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5407 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5408 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5410 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5411 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5412 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5413 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5414 struct glsl_src_param src0_param
;
5416 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5417 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5418 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5421 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5423 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5424 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5425 struct glsl_sample_function sample_function
;
5426 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5427 struct glsl_src_param src0_param
;
5429 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5430 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5432 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5434 /* Sample the texture using the calculated coordinates */
5435 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5436 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5439 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5440 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5441 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5443 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5444 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5445 struct glsl_sample_function sample_function
;
5446 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5447 struct glsl_src_param src0_param
;
5449 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5450 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5452 /* Dependent read, not valid with conditional NP2 */
5453 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5455 /* Sample the texture using the calculated coordinates */
5456 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5457 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5459 tex_mx
->current_row
= 0;
5462 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5463 * Perform the 3rd row of a 3x3 matrix multiply */
5464 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5466 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5467 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5468 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5469 struct glsl_src_param src0_param
;
5472 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5474 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5475 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5476 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5478 tex_mx
->current_row
= 0;
5481 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5482 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5483 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5485 struct glsl_src_param src0_param
;
5486 struct glsl_src_param src1_param
;
5487 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5488 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5489 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5490 struct glsl_sample_function sample_function
;
5491 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5494 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5495 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5497 /* Perform the last matrix multiply operation */
5498 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5499 /* Reflection calculation */
5500 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5502 /* Dependent read, not valid with conditional NP2 */
5503 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5504 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5506 /* Sample the texture */
5507 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5508 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5509 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5511 tex_mx
->current_row
= 0;
5514 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5515 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5516 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5518 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5519 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5520 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5521 struct glsl_sample_function sample_function
;
5522 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5523 struct glsl_src_param src0_param
;
5526 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5528 /* Perform the last matrix multiply operation */
5529 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5531 /* Construct the eye-ray vector from w coordinates */
5532 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5533 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5534 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5536 /* Dependent read, not valid with conditional NP2 */
5537 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5538 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5540 /* Sample the texture using the calculated coordinates */
5541 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5542 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5543 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5545 tex_mx
->current_row
= 0;
5548 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5549 * Apply a fake bump map transform.
5550 * texbem is pshader <= 1.3 only, this saves a few version checks
5552 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5554 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5555 struct glsl_sample_function sample_function
;
5556 struct glsl_src_param coord_param
;
5562 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5563 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5564 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5566 /* Dependent read, not valid with conditional NP2 */
5567 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5568 mask
= sample_function
.coord_mask
;
5570 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5572 /* With projected textures, texbem only divides the static texture coord,
5573 * not the displacement, so we can't let GL handle this. */
5574 if (flags
& WINED3D_PSARGS_PROJECTED
)
5577 char coord_div_mask
[3];
5578 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5580 case WINED3D_TTFF_COUNT1
:
5581 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5583 case WINED3D_TTFF_COUNT2
:
5584 div_mask
= WINED3DSP_WRITEMASK_1
;
5586 case WINED3D_TTFF_COUNT3
:
5587 div_mask
= WINED3DSP_WRITEMASK_2
;
5589 case WINED3D_TTFF_COUNT4
:
5590 case WINED3D_TTFF_DISABLE
:
5591 div_mask
= WINED3DSP_WRITEMASK_3
;
5594 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5595 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5598 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5600 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5601 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5602 coord_param
.param_str
, coord_mask
);
5604 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5606 struct glsl_src_param luminance_param
;
5607 struct glsl_dst_param dst_param
;
5609 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5610 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5612 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5613 dst_param
.reg_name
, dst_param
.mask_str
,
5614 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5616 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5619 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5621 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5622 struct glsl_src_param src0_param
, src1_param
;
5624 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5625 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5627 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5628 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5629 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5632 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5633 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5634 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5636 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5637 struct glsl_sample_function sample_function
;
5638 struct glsl_src_param src0_param
;
5640 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5642 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5643 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5644 "%s.wx", src0_param
.reg_name
);
5645 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5648 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5649 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5650 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5652 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5653 struct glsl_sample_function sample_function
;
5654 struct glsl_src_param src0_param
;
5656 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5658 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5659 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5660 "%s.yz", src0_param
.reg_name
);
5661 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5664 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5665 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5666 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5668 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5669 struct glsl_sample_function sample_function
;
5670 struct glsl_src_param src0_param
;
5672 /* Dependent read, not valid with conditional NP2 */
5673 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5674 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5676 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5677 "%s", src0_param
.param_str
);
5678 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5681 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5682 * If any of the first 3 components are < 0, discard this pixel */
5683 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5685 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5687 struct glsl_src_param src_param
;
5689 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5690 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
5694 struct glsl_dst_param dst_param
;
5696 /* The argument is a destination parameter, and no writemasks are allowed */
5697 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5699 /* 2.0 shaders compare all 4 components in texkill. */
5700 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5701 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5702 /* 1.x shaders only compare the first 3 components, probably due to
5703 * the nature of the texkill instruction as a tex* instruction, and
5704 * phase, which kills all .w components. Even if all 4 components are
5705 * defined, only the first 3 are used. */
5707 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5711 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5712 * dst = dot2(src0, src1) + src2 */
5713 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5715 struct glsl_src_param src0_param
;
5716 struct glsl_src_param src1_param
;
5717 struct glsl_src_param src2_param
;
5719 unsigned int mask_size
;
5721 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5722 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5724 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5725 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5726 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5728 if (mask_size
> 1) {
5729 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5730 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5732 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5733 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5737 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5738 const struct wined3d_shader_signature
*input_signature
,
5739 const struct wined3d_shader_reg_maps
*reg_maps
,
5740 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5744 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5746 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5747 const char *semantic_name
;
5752 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5755 semantic_name
= input
->semantic_name
;
5756 semantic_idx
= input
->semantic_idx
;
5757 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5759 if (args
->vp_mode
== vertexshader
)
5761 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5763 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5764 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5766 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5768 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5770 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5772 shader_addline(buffer
, "ps_in[%u] = vec4("
5773 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5774 input
->register_idx
);
5778 if (input
->sysval_semantic
)
5779 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5780 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5781 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5782 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5785 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5787 if (args
->pointsprite
)
5788 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5789 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5790 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5791 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5792 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5793 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5794 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5796 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5797 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5799 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5802 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5803 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5804 else if (semantic_idx
== 1)
5805 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5806 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5808 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5809 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5813 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5814 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5819 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5821 struct glsl_program_key key
;
5823 key
.vs_id
= entry
->vs
.id
;
5824 key
.gs_id
= entry
->gs
.id
;
5825 key
.ps_id
= entry
->ps
.id
;
5826 key
.cs_id
= entry
->cs
.id
;
5828 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5830 ERR("Failed to insert program entry.\n");
5834 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5835 const struct glsl_program_key
*key
)
5837 struct wine_rb_entry
*entry
;
5839 entry
= wine_rb_get(&priv
->program_lookup
, key
);
5840 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5843 /* Context activation is done by the caller. */
5844 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5845 struct glsl_shader_prog_link
*entry
)
5847 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
5849 GL_EXTCALL(glDeleteProgram(entry
->id
));
5851 list_remove(&entry
->vs
.shader_entry
);
5853 list_remove(&entry
->gs
.shader_entry
);
5855 list_remove(&entry
->ps
.shader_entry
);
5857 list_remove(&entry
->cs
.shader_entry
);
5858 HeapFree(GetProcessHeap(), 0, entry
);
5861 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5862 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5863 const struct wined3d_shader_signature
*input_signature
,
5864 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5865 const struct wined3d_shader_signature
*output_signature
,
5866 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5868 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5869 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5870 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5871 unsigned int in_count
= vec4_varyings(3, gl_info
);
5872 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5873 DWORD in_idx
, *set
= NULL
;
5877 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
5879 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5881 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5883 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5886 in_idx
= map
[input
->register_idx
];
5887 /* Declared, but not read register */
5890 if (in_idx
>= max_varyings
)
5892 FIXME("More input varyings declared than supported, expect issues.\n");
5896 if (in_idx
== in_count
)
5897 string_buffer_sprintf(destination
, "gl_FrontColor");
5898 else if (in_idx
== in_count
+ 1)
5899 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5901 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5906 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5908 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5911 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5912 || input
->semantic_idx
!= output
->semantic_idx
5913 || strcmp(input
->semantic_name
, output
->semantic_name
)
5914 || !(mask
= input
->mask
& output
->mask
))
5917 if (set
[in_idx
] == ~0u)
5919 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5920 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5922 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5923 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5927 for (i
= 0; i
< max_varyings
; ++i
)
5931 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5938 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
5939 reg_mask
[size
++] = 'x';
5940 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
5941 reg_mask
[size
++] = 'y';
5942 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
5943 reg_mask
[size
++] = 'z';
5944 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
5945 reg_mask
[size
++] = 'w';
5946 reg_mask
[size
] = '\0';
5949 string_buffer_sprintf(destination
, "gl_FrontColor");
5950 else if (i
== in_count
+ 1)
5951 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5953 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5956 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5958 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5961 HeapFree(GetProcessHeap(), 0, set
);
5962 string_buffer_release(&priv
->string_buffers
, destination
);
5965 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
5966 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
5967 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5969 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5970 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5974 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5976 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5978 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5981 if (output
->register_idx
>= input_count
)
5984 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
5986 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5988 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5989 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5992 string_buffer_release(&priv
->string_buffers
, destination
);
5995 /* Context activation is done by the caller. */
5996 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
5997 const struct wined3d_shader
*vs
, unsigned int input_count
,
5998 const struct wined3d_gl_info
*gl_info
)
6000 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6001 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6004 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
6006 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
6007 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6009 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
6010 legacy_context
? "gs_in" : "gs_in.gs_in");
6012 shader_addline(buffer
, "}\n");
6015 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6016 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6017 const struct wined3d_shader_signature
*input_signature
,
6018 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6019 const struct wined3d_shader_signature
*output_signature
,
6020 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6022 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6023 const char *semantic_name
;
6028 /* First, sort out position and point size system values. */
6029 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6031 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6033 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6036 semantic_name
= output
->semantic_name
;
6037 semantic_idx
= output
->semantic_idx
;
6038 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6040 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6042 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6043 reg_mask
, output
->register_idx
, reg_mask
);
6045 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6047 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6048 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6050 else if (output
->sysval_semantic
)
6052 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6056 /* Then, setup the pixel shader input. */
6057 if (reg_maps_out
->shader_version
.major
< 4)
6058 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6059 output_signature
, reg_maps_out
, "ps_link");
6061 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
6064 /* Context activation is done by the caller. */
6065 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6066 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6067 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6069 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6071 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6073 const char *semantic_name
;
6076 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6078 string_buffer_clear(buffer
);
6080 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, &vs
->reg_maps
.shader_version
));
6082 if (per_vertex_point_size
)
6084 shader_addline(buffer
, "uniform struct\n{\n");
6085 shader_addline(buffer
, " float size_min;\n");
6086 shader_addline(buffer
, " float size_max;\n");
6087 shader_addline(buffer
, "} ffp_point;\n");
6092 DWORD colors_written_mask
[2] = {0};
6093 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
6095 if (!legacy_context
)
6097 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
6098 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
6099 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6100 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6103 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6105 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
6107 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
6110 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
6113 semantic_name
= output
->semantic_name
;
6114 semantic_idx
= output
->semantic_idx
;
6115 write_mask
= output
->mask
;
6116 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
6118 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
6121 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
6122 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
6124 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
6125 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
6127 colors_written_mask
[semantic_idx
] = write_mask
;
6129 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
6131 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6132 reg_mask
, output
->register_idx
, reg_mask
);
6134 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6136 if (semantic_idx
< MAX_TEXTURES
)
6138 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
6139 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
6140 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6141 texcoords_written_mask
[semantic_idx
] = write_mask
;
6144 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6146 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6147 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6149 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6151 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
6152 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6153 output
->register_idx
, reg_mask
[1]);
6157 for (i
= 0; i
< 2; ++i
)
6159 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6161 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6163 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6164 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
6165 reg_mask
, reg_mask
);
6167 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6168 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6169 reg_mask
, reg_mask
);
6172 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6174 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6177 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6179 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6180 && !texcoords_written_mask
[i
])
6183 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6184 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6185 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6191 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6193 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
6194 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6195 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6196 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6199 shader_addline(buffer
, "}\n");
6201 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6202 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6203 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6208 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6209 const struct wined3d_shader
*shader
, unsigned int input_count
,
6210 const struct wined3d_gl_info
*gl_info
)
6212 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6215 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
6217 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
6218 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
6220 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
6221 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
6223 shader_addline(buffer
, "}\n");
6226 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
6227 const struct wined3d_gl_info
*gl_info
)
6229 const char *output
= get_fragment_output(gl_info
);
6231 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
6232 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6233 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
6234 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
6235 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
6236 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
6239 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
6240 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
6242 const char *output
= get_fragment_output(gl_info
);
6246 case WINED3D_FFP_PS_FOG_OFF
:
6249 case WINED3D_FFP_PS_FOG_LINEAR
:
6250 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6253 case WINED3D_FFP_PS_FOG_EXP
:
6254 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6257 case WINED3D_FFP_PS_FOG_EXP2
:
6258 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6259 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6263 ERR("Invalid fog mode %#x.\n", mode
);
6267 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6271 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6272 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6274 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6275 * flipping all the operators here, just negate the comparison below. */
6276 static const char * const comparison_operator
[] =
6278 "", /* WINED3D_CMP_NEVER */
6279 "<", /* WINED3D_CMP_LESS */
6280 "==", /* WINED3D_CMP_EQUAL */
6281 "<=", /* WINED3D_CMP_LESSEQUAL */
6282 ">", /* WINED3D_CMP_GREATER */
6283 "!=", /* WINED3D_CMP_NOTEQUAL */
6284 ">=", /* WINED3D_CMP_GREATEREQUAL */
6285 "" /* WINED3D_CMP_ALWAYS */
6288 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6291 if (alpha_func
!= WINED3D_CMP_NEVER
)
6292 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6293 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6294 shader_addline(buffer
, " discard;\n");
6297 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6298 const struct wined3d_gl_info
*gl_info
)
6300 if (gl_info
->supported
[ARB_GPU_SHADER5
])
6301 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
6302 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6303 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6304 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6305 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6306 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6307 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6308 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
6309 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
6310 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
6311 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
6312 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6313 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6314 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6315 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6316 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6317 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6318 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6319 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6322 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
6323 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6324 const struct ps_compile_args
*args
)
6326 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6328 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6329 if (reg_maps
->shader_version
.major
< 2)
6330 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6332 if (args
->srgb_correction
)
6333 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6335 /* SM < 3 does not replace the fog stage. */
6336 if (reg_maps
->shader_version
.major
< 3)
6337 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6339 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6342 /* Context activation is done by the caller. */
6343 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6344 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6345 const struct wined3d_shader
*shader
,
6346 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6348 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6349 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6350 const DWORD
*function
= shader
->function
;
6351 struct shader_glsl_ctx_priv priv_ctx
;
6352 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6354 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6355 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6357 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6358 priv_ctx
.cur_ps_args
= args
;
6359 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6360 priv_ctx
.string_buffers
= string_buffers
;
6362 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6364 shader_glsl_enable_extensions(buffer
, gl_info
);
6365 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6366 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6367 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6368 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6369 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6370 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6371 /* The spec says that it doesn't have to be explicitly enabled, but the
6372 * nvidia drivers write a warning if we don't do so. */
6373 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6374 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6376 /* Base Declarations */
6377 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6379 shader_addline(buffer
, "void main()\n{\n");
6381 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6382 * add approximately 0.5. This causes off-by-one problems as spotted by
6383 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6384 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6385 * causes precision troubles when we just subtract 0.5.
6387 * To deal with that, just floor() the position. This will eliminate the
6388 * fraction on all cards.
6390 * TODO: Test how this behaves with multisampling.
6392 * An advantage of floor is that it works even if the driver doesn't add
6393 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6394 * to return in gl_FragCoord, even though coordinates specify the pixel
6395 * centers instead of the pixel corners. This code will behave correctly
6396 * on drivers that returns integer values. */
6399 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6400 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6401 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6402 shader_addline(buffer
,
6403 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6405 shader_addline(buffer
,
6406 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6409 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6412 WORD map
= reg_maps
->texcoord
;
6416 if (glsl_is_color_reg_read(shader
, 0))
6417 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6418 if (glsl_is_color_reg_read(shader
, 1))
6419 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6422 for (i
= 0; map
; map
>>= 1, ++i
)
6426 if (args
->pointsprite
)
6427 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6428 else if (args
->texcoords_initialized
& (1u << i
))
6429 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6430 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6432 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6433 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6438 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6441 /* Pack 3.0 inputs */
6442 if (reg_maps
->shader_version
.major
>= 3)
6443 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6445 /* Base Shader Body */
6446 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6448 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6449 if (reg_maps
->shader_version
.major
< 4)
6450 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
6452 shader_addline(buffer
, "}\n");
6454 TRACE("Compiling shader object %u.\n", shader_id
);
6455 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6460 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
6461 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6462 const struct vs_compile_args
*args
)
6464 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6465 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6468 /* Unpack outputs. */
6469 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6471 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6472 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6473 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6474 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6476 if (reg_maps
->shader_version
.major
< 3)
6478 if (args
->fog_src
== VS_FOG_Z
)
6479 shader_addline(buffer
, "%s = gl_Position.z;\n",
6480 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6481 else if (!reg_maps
->fog
)
6482 shader_addline(buffer
, "%s = 0.0;\n",
6483 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6486 /* We always store the clipplanes without y inversion. */
6487 if (args
->clip_enabled
)
6490 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6492 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6493 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6496 if (args
->point_size
&& !args
->per_vertex_point_size
)
6497 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6499 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6500 shader_glsl_fixup_position(buffer
);
6503 /* Context activation is done by the caller. */
6504 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6505 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6507 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6508 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6509 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6510 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6511 const DWORD
*function
= shader
->function
;
6512 struct shader_glsl_ctx_priv priv_ctx
;
6514 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6515 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6517 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6519 shader_glsl_enable_extensions(buffer
, gl_info
);
6520 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6521 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6522 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6523 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6525 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6526 priv_ctx
.cur_vs_args
= args
;
6527 priv_ctx
.string_buffers
= string_buffers
;
6529 /* Base Declarations */
6530 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6532 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6533 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6535 if (reg_maps
->shader_version
.major
>= 4)
6537 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6538 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6539 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6540 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6543 shader_addline(buffer
, "void main()\n{\n");
6545 /* Base Shader Body */
6546 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6548 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6549 if (reg_maps
->shader_version
.major
< 4)
6550 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
6552 shader_addline(buffer
, "}\n");
6554 TRACE("Compiling shader object %u.\n", shader_id
);
6555 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6560 /* Context activation is done by the caller. */
6561 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6562 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6564 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6565 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6566 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6567 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6568 const DWORD
*function
= shader
->function
;
6569 struct shader_glsl_ctx_priv priv_ctx
;
6572 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6574 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6576 shader_glsl_enable_extensions(buffer
, gl_info
);
6577 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6578 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6580 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6581 priv_ctx
.string_buffers
= string_buffers
;
6582 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6583 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6584 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6585 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6586 shader_addline(buffer
, "void main()\n{\n");
6587 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6588 shader_addline(buffer
, "}\n");
6590 TRACE("Compiling shader object %u.\n", shader_id
);
6591 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6596 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
6598 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
6599 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
6600 const struct wined3d_shader
*shader
= ctx
->shader
;
6602 switch (shader
->reg_maps
.shader_version
.type
)
6604 case WINED3D_SHADER_TYPE_PIXEL
:
6605 shader_glsl_generate_ps_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_ps_args
);
6607 case WINED3D_SHADER_TYPE_VERTEX
:
6608 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
6610 case WINED3D_SHADER_TYPE_GEOMETRY
:
6611 case WINED3D_SHADER_TYPE_COMPUTE
:
6614 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6619 /* Context activation is done by the caller. */
6620 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
6621 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6622 const struct wined3d_shader
*shader
)
6624 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
6625 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6626 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6627 const DWORD
*function
= shader
->function
;
6628 struct shader_glsl_ctx_priv priv_ctx
;
6631 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
6633 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6635 shader_glsl_enable_extensions(buffer
, gl_info
);
6636 if (gl_info
->supported
[ARB_COMPUTE_SHADER
])
6637 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
6639 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6640 priv_ctx
.string_buffers
= string_buffers
;
6641 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6643 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
6644 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
6646 shader_addline(buffer
, "void main()\n{\n");
6647 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6648 shader_addline(buffer
, "}\n");
6650 TRACE("Compiling shader object %u.\n", shader_id
);
6651 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6656 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6657 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6658 struct wined3d_shader
*shader
,
6659 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6661 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6662 struct glsl_shader_private
*shader_data
;
6663 struct ps_np2fixup_info
*np2fixup
;
6668 if (!shader
->backend_data
)
6670 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6671 if (!shader
->backend_data
)
6673 ERR("Failed to allocate backend data.\n");
6677 shader_data
= shader
->backend_data
;
6678 gl_shaders
= shader_data
->gl_shaders
.ps
;
6680 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6681 * so a linear search is more performant than a hashmap or a binary search
6682 * (cache coherency etc)
6684 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6686 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6688 if (args
->np2_fixup
)
6689 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6690 return gl_shaders
[i
].id
;
6694 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6695 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6696 if (shader_data
->num_gl_shaders
)
6698 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6699 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6700 new_size
* sizeof(*gl_shaders
));
6704 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6709 ERR("Out of memory\n");
6712 shader_data
->gl_shaders
.ps
= new_array
;
6713 shader_data
->shader_array_size
= new_size
;
6714 gl_shaders
= new_array
;
6717 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6719 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6720 memset(np2fixup
, 0, sizeof(*np2fixup
));
6721 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6723 pixelshader_update_resource_types(shader
, args
->tex_types
);
6725 string_buffer_clear(buffer
);
6726 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6727 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6732 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6733 const DWORD use_map
)
6735 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6736 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6737 if (stored
->point_size
!= new->point_size
)
6739 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6741 if (stored
->flatshading
!= new->flatshading
)
6743 if (stored
->next_shader_type
!= new->next_shader_type
)
6745 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6747 return stored
->fog_src
== new->fog_src
;
6750 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6751 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6755 DWORD use_map
= context
->stream_info
.use_map
;
6756 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6757 struct glsl_shader_private
*shader_data
;
6760 if (!shader
->backend_data
)
6762 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6763 if (!shader
->backend_data
)
6765 ERR("Failed to allocate backend data.\n");
6769 shader_data
= shader
->backend_data
;
6770 gl_shaders
= shader_data
->gl_shaders
.vs
;
6772 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6773 * so a linear search is more performant than a hashmap or a binary search
6774 * (cache coherency etc)
6776 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6778 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6779 return gl_shaders
[i
].id
;
6782 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6784 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6785 if (shader_data
->num_gl_shaders
)
6787 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6788 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6789 new_size
* sizeof(*gl_shaders
));
6793 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6798 ERR("Out of memory\n");
6801 shader_data
->gl_shaders
.vs
= new_array
;
6802 shader_data
->shader_array_size
= new_size
;
6803 gl_shaders
= new_array
;
6806 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6808 string_buffer_clear(&priv
->shader_buffer
);
6809 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6810 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6815 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6816 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6818 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6819 struct glsl_shader_private
*shader_data
;
6820 unsigned int i
, new_size
;
6823 if (!shader
->backend_data
)
6825 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6827 ERR("Failed to allocate backend data.\n");
6831 shader_data
= shader
->backend_data
;
6832 gl_shaders
= shader_data
->gl_shaders
.gs
;
6834 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6836 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6837 return gl_shaders
[i
].id
;
6840 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6842 if (shader_data
->num_gl_shaders
)
6844 new_size
= shader_data
->shader_array_size
+ 1;
6845 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6846 new_size
* sizeof(*new_array
));
6850 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6856 ERR("Failed to allocate GL shaders array.\n");
6859 shader_data
->gl_shaders
.gs
= new_array
;
6860 shader_data
->shader_array_size
= new_size
;
6861 gl_shaders
= new_array
;
6863 string_buffer_clear(&priv
->shader_buffer
);
6864 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6865 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6866 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6871 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
6872 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6873 struct wined3d_shader
*shader
)
6875 struct glsl_cs_compiled_shader
*gl_shaders
;
6876 struct glsl_shader_private
*shader_data
;
6879 if (!shader
->backend_data
)
6881 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6883 ERR("Failed to allocate backend data.\n");
6887 shader_data
= shader
->backend_data
;
6888 gl_shaders
= shader_data
->gl_shaders
.cs
;
6890 /* No shader variants are used for compute shaders. */
6891 if (shader_data
->num_gl_shaders
)
6892 return gl_shaders
[0].id
;
6894 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6896 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
6898 ERR("Failed to allocate GL shader array.\n");
6901 shader_data
->shader_array_size
= 1;
6902 gl_shaders
= shader_data
->gl_shaders
.cs
;
6904 string_buffer_clear(buffer
);
6905 ret
= shader_glsl_generate_compute_shader(context
, buffer
, string_buffers
, shader
);
6906 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6911 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6915 case WINED3D_MCS_MATERIAL
:
6917 case WINED3D_MCS_COLOR1
:
6918 return "ffp_attrib_diffuse";
6919 case WINED3D_MCS_COLOR2
:
6920 return "ffp_attrib_specular";
6922 ERR("Invalid material color source %#x.\n", mcs
);
6927 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
6928 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
6930 const char *diffuse
, *specular
, *emissive
, *ambient
;
6931 unsigned int i
, idx
;
6933 if (!settings
->lighting
)
6935 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6936 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
6940 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
6941 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
6942 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
6943 shader_addline(buffer
, "vec3 dir, dst;\n");
6944 shader_addline(buffer
, "float att, t;\n");
6946 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
6947 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
6948 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
6949 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
6952 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
6954 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
6955 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6956 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6957 shader_addline(buffer
, "dst.x = 1.0;\n");
6958 if (legacy_lighting
)
6960 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
6961 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6965 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
6967 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6968 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
6969 if (!legacy_lighting
)
6970 shader_addline(buffer
, "att = 1.0 / att;\n");
6971 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
6972 if (!settings
->normal
)
6974 if (!legacy_lighting
)
6975 shader_addline(buffer
, "}\n");
6978 shader_addline(buffer
, "dir = normalize(dir);\n");
6979 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6980 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
6981 if (settings
->localviewer
)
6982 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6984 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6985 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6986 " * ffp_light[%u].specular) * att;\n", idx
);
6987 if (!legacy_lighting
)
6988 shader_addline(buffer
, "}\n");
6991 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
6993 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
6994 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6995 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6996 shader_addline(buffer
, "dst.x = 1.0;\n");
6997 if (legacy_lighting
)
6999 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7000 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7004 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7006 shader_addline(buffer
, "dir = normalize(dir);\n");
7007 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
7008 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
7009 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
7010 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
7011 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
7012 idx
, idx
, idx
, idx
);
7013 if (legacy_lighting
)
7014 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7015 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7018 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7019 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7021 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7022 if (!settings
->normal
)
7024 if (!legacy_lighting
)
7025 shader_addline(buffer
, "}\n");
7028 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7029 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7030 if (settings
->localviewer
)
7031 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7033 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7034 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7035 " * ffp_light[%u].specular) * att;\n", idx
);
7036 if (!legacy_lighting
)
7037 shader_addline(buffer
, "}\n");
7040 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
7042 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7043 if (!settings
->normal
)
7045 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
7046 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7047 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7048 /* TODO: In the non-local viewer case the halfvector is constant
7049 * and could be precomputed and stored in a uniform. */
7050 if (settings
->localviewer
)
7051 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7053 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7054 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7055 " * ffp_light[%u].specular;\n", idx
);
7058 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
7060 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7061 if (!settings
->normal
)
7063 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
7064 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7065 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7066 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7067 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7068 " * ffp_light[%u].specular;\n", idx
);
7071 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
7072 ambient
, diffuse
, emissive
);
7073 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
7074 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
7077 /* Context activation is done by the caller. */
7078 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7079 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7081 static const struct attrib_info
7084 const char name
[24];
7088 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
7089 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
7090 /* TODO: Indexed vertex blending */
7091 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
7092 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
7093 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
7094 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
7095 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
7097 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7098 BOOL legacy_lighting
= priv
->legacy_lighting
;
7101 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7102 BOOL output_legacy_fogcoord
= legacy_context
;
7104 string_buffer_clear(buffer
);
7106 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
7108 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7109 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7111 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
7113 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
7115 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7116 shader_addline(buffer
, "layout(location = %u) ", i
);
7117 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
7119 shader_addline(buffer
, "\n");
7121 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
7122 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
7123 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
7124 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
7126 shader_addline(buffer
, "uniform struct\n{\n");
7127 shader_addline(buffer
, " vec4 emissive;\n");
7128 shader_addline(buffer
, " vec4 ambient;\n");
7129 shader_addline(buffer
, " vec4 diffuse;\n");
7130 shader_addline(buffer
, " vec4 specular;\n");
7131 shader_addline(buffer
, " float shininess;\n");
7132 shader_addline(buffer
, "} ffp_material;\n");
7134 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
7135 shader_addline(buffer
, "uniform struct\n{\n");
7136 shader_addline(buffer
, " vec4 diffuse;\n");
7137 shader_addline(buffer
, " vec4 specular;\n");
7138 shader_addline(buffer
, " vec4 ambient;\n");
7139 shader_addline(buffer
, " vec4 position;\n");
7140 shader_addline(buffer
, " vec3 direction;\n");
7141 shader_addline(buffer
, " float range;\n");
7142 shader_addline(buffer
, " float falloff;\n");
7143 shader_addline(buffer
, " float c_att;\n");
7144 shader_addline(buffer
, " float l_att;\n");
7145 shader_addline(buffer
, " float q_att;\n");
7146 shader_addline(buffer
, " float cos_htheta;\n");
7147 shader_addline(buffer
, " float cos_hphi;\n");
7148 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
7150 if (settings
->point_size
)
7152 shader_addline(buffer
, "uniform struct\n{\n");
7153 shader_addline(buffer
, " float size;\n");
7154 shader_addline(buffer
, " float size_min;\n");
7155 shader_addline(buffer
, " float size_max;\n");
7156 shader_addline(buffer
, " float c_att;\n");
7157 shader_addline(buffer
, " float l_att;\n");
7158 shader_addline(buffer
, " float q_att;\n");
7159 shader_addline(buffer
, "} ffp_point;\n");
7164 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7165 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7166 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7167 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7171 if (settings
->clipping
)
7172 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7174 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7175 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7176 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7177 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7180 shader_addline(buffer
, "\nvoid main()\n{\n");
7181 shader_addline(buffer
, "float m;\n");
7182 shader_addline(buffer
, "vec3 r;\n");
7184 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
7186 if (attrib_info
[i
].name
[0])
7187 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
7188 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
7190 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7192 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
7193 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
7194 && settings
->texcoords
& (1u << i
))
7195 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
7198 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
7200 if (settings
->transformed
)
7202 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
7203 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7204 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
7208 for (i
= 0; i
< settings
->vertexblends
; ++i
)
7209 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
7211 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
7212 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7213 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
7215 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7216 if (settings
->clipping
)
7218 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7219 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
7221 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7222 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
7224 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
7227 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
7228 if (settings
->normal
)
7230 if (!settings
->vertexblends
)
7232 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
7236 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7237 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
7240 if (settings
->normalize
)
7241 shader_addline(buffer
, "normal = normalize(normal);\n");
7244 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
7247 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
7248 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
7252 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
7253 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
7256 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7258 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7260 switch (settings
->texgen
[i
] & 0xffff0000)
7262 case WINED3DTSS_TCI_PASSTHRU
:
7263 if (settings
->texcoords
& (1u << i
))
7264 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
7266 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
7267 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
7269 output_legacy_texcoord
= FALSE
;
7272 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
7273 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
7276 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
7277 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
7280 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
7281 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7282 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
7285 case WINED3DTSS_TCI_SPHEREMAP
:
7286 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
7287 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
7288 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7289 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
7293 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
7296 if (output_legacy_texcoord
)
7297 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
7300 switch (settings
->fog_mode
)
7302 case WINED3D_FFP_VS_FOG_OFF
:
7303 output_legacy_fogcoord
= FALSE
;
7306 case WINED3D_FFP_VS_FOG_FOGCOORD
:
7307 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7310 case WINED3D_FFP_VS_FOG_RANGE
:
7311 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7314 case WINED3D_FFP_VS_FOG_DEPTH
:
7315 if (settings
->ortho_fog
)
7317 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
7318 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
7320 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7321 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7323 else if (settings
->transformed
)
7325 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
7329 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7334 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
7337 if (output_legacy_fogcoord
)
7338 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7340 if (settings
->point_size
)
7342 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7343 " + ffp_point.l_att * length(ec_pos.xyz)"
7344 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7345 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
7346 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7349 shader_addline(buffer
, "}\n");
7351 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7352 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
7357 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7358 DWORD argnum
, unsigned int stage
, DWORD arg
)
7362 if (arg
== ARG_UNUSED
)
7363 return "<unused arg>";
7365 switch (arg
& WINED3DTA_SELECTMASK
)
7367 case WINED3DTA_DIFFUSE
:
7368 ret
= "ffp_varying_diffuse";
7371 case WINED3DTA_CURRENT
:
7375 case WINED3DTA_TEXTURE
:
7378 case 0: ret
= "tex0"; break;
7379 case 1: ret
= "tex1"; break;
7380 case 2: ret
= "tex2"; break;
7381 case 3: ret
= "tex3"; break;
7382 case 4: ret
= "tex4"; break;
7383 case 5: ret
= "tex5"; break;
7384 case 6: ret
= "tex6"; break;
7385 case 7: ret
= "tex7"; break;
7387 ret
= "<invalid texture>";
7392 case WINED3DTA_TFACTOR
:
7396 case WINED3DTA_SPECULAR
:
7397 ret
= "ffp_varying_specular";
7400 case WINED3DTA_TEMP
:
7404 case WINED3DTA_CONSTANT
:
7407 case 0: ret
= "tss_const0"; break;
7408 case 1: ret
= "tss_const1"; break;
7409 case 2: ret
= "tss_const2"; break;
7410 case 3: ret
= "tss_const3"; break;
7411 case 4: ret
= "tss_const4"; break;
7412 case 5: ret
= "tss_const5"; break;
7413 case 6: ret
= "tss_const6"; break;
7414 case 7: ret
= "tss_const7"; break;
7416 ret
= "<invalid constant>";
7422 return "<unhandled arg>";
7425 if (arg
& WINED3DTA_COMPLEMENT
)
7427 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7430 else if (argnum
== 1)
7432 else if (argnum
== 2)
7436 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7438 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7441 else if (argnum
== 1)
7443 else if (argnum
== 2)
7450 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7451 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7453 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7463 dstreg
= "temp_reg";
7467 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7468 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7469 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7473 case WINED3D_TOP_DISABLE
:
7476 case WINED3D_TOP_SELECT_ARG1
:
7477 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7480 case WINED3D_TOP_SELECT_ARG2
:
7481 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7484 case WINED3D_TOP_MODULATE
:
7485 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7488 case WINED3D_TOP_MODULATE_4X
:
7489 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7490 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7493 case WINED3D_TOP_MODULATE_2X
:
7494 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7495 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7498 case WINED3D_TOP_ADD
:
7499 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7500 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7503 case WINED3D_TOP_ADD_SIGNED
:
7504 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7505 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7508 case WINED3D_TOP_ADD_SIGNED_2X
:
7509 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7510 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7513 case WINED3D_TOP_SUBTRACT
:
7514 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7515 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7518 case WINED3D_TOP_ADD_SMOOTH
:
7519 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7520 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7523 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7524 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7525 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7526 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7529 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7530 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7531 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7532 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7535 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7536 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7537 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7538 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7541 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7542 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7543 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7544 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7547 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7548 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7549 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7550 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7553 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7554 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7555 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7558 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7559 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7560 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7563 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7564 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7565 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7567 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7568 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7569 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7572 case WINED3D_TOP_BUMPENVMAP
:
7573 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7574 /* These are handled in the first pass, nothing to do. */
7577 case WINED3D_TOP_DOTPRODUCT3
:
7578 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7579 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7582 case WINED3D_TOP_MULTIPLY_ADD
:
7583 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7584 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7587 case WINED3D_TOP_LERP
:
7588 /* MSDN isn't quite right here. */
7589 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7590 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7594 FIXME("Unhandled operation %#x.\n", op
);
7599 /* Context activation is done by the caller. */
7600 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7601 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7603 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7604 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7605 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7606 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7607 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7608 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7609 UINT lowest_disabled_stage
;
7611 DWORD arg0
, arg1
, arg2
;
7614 string_buffer_clear(buffer
);
7616 /* Find out which textures are read */
7617 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7619 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7622 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7623 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7624 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7626 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7627 || (stage
== 0 && settings
->color_key_enabled
))
7628 tex_map
|= 1u << stage
;
7629 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7630 tfactor_used
= TRUE
;
7631 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7632 tempreg_used
= TRUE
;
7633 if (settings
->op
[stage
].dst
== tempreg
)
7634 tempreg_used
= TRUE
;
7635 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7636 tss_const_map
|= 1u << stage
;
7638 switch (settings
->op
[stage
].cop
)
7640 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7641 lum_map
|= 1u << stage
;
7643 case WINED3D_TOP_BUMPENVMAP
:
7644 bump_map
|= 1u << stage
;
7646 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7647 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7648 tex_map
|= 1u << stage
;
7651 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7652 tfactor_used
= TRUE
;
7659 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7662 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7663 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7664 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7666 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7667 tex_map
|= 1u << stage
;
7668 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7669 tfactor_used
= TRUE
;
7670 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7671 tempreg_used
= TRUE
;
7672 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7673 tss_const_map
|= 1u << stage
;
7675 lowest_disabled_stage
= stage
;
7677 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
7679 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7680 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7682 if (!needs_legacy_glsl_syntax(gl_info
))
7683 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7685 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7686 shader_addline(buffer
, "vec4 ret;\n");
7687 if (tempreg_used
|| settings
->sRGB_write
)
7688 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7689 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7691 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7693 if (tss_const_map
& (1u << stage
))
7694 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7696 if (!(tex_map
& (1u << stage
)))
7699 switch (settings
->op
[stage
].tex_type
)
7701 case WINED3D_GL_RES_TYPE_TEX_1D
:
7702 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7704 case WINED3D_GL_RES_TYPE_TEX_2D
:
7705 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7707 case WINED3D_GL_RES_TYPE_TEX_3D
:
7708 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7710 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7711 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7713 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7714 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7717 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7721 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7723 if (!(bump_map
& (1u << stage
)))
7725 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7727 if (!(lum_map
& (1u << stage
)))
7729 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7730 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7733 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7734 if (settings
->color_key_enabled
)
7735 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7736 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7738 if (settings
->sRGB_write
)
7740 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7741 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7742 shader_addline(buffer
, ";\n");
7743 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7744 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7745 shader_addline(buffer
, ";\n");
7748 shader_addline(buffer
, "uniform struct\n{\n");
7749 shader_addline(buffer
, " vec4 color;\n");
7750 shader_addline(buffer
, " float density;\n");
7751 shader_addline(buffer
, " float end;\n");
7752 shader_addline(buffer
, " float scale;\n");
7753 shader_addline(buffer
, "} ffp_fog;\n");
7755 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7756 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7760 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7761 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7762 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7763 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7764 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7768 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7769 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7770 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7771 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7772 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7775 shader_addline(buffer
, "void main()\n{\n");
7779 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7780 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7783 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7785 if (tex_map
& (1u << stage
))
7787 if (settings
->pointsprite
)
7788 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7789 else if (settings
->texcoords_initialized
& (1u << stage
))
7790 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7791 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7793 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7797 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7798 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7800 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7801 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7803 /* Generate texture sampling instructions */
7804 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7806 const char *texture_function
, *coord_mask
;
7809 if (!(tex_map
& (1u << stage
)))
7812 if (settings
->op
[stage
].projected
== proj_none
)
7816 else if (settings
->op
[stage
].projected
== proj_count4
7817 || settings
->op
[stage
].projected
== proj_count3
)
7823 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7827 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7830 switch (settings
->op
[stage
].tex_type
)
7832 case WINED3D_GL_RES_TYPE_TEX_1D
:
7835 texture_function
= "texture1DProj";
7840 texture_function
= "texture1D";
7844 case WINED3D_GL_RES_TYPE_TEX_2D
:
7847 texture_function
= "texture2DProj";
7852 texture_function
= "texture2D";
7856 case WINED3D_GL_RES_TYPE_TEX_3D
:
7859 texture_function
= "texture3DProj";
7860 coord_mask
= "xyzw";
7864 texture_function
= "texture3D";
7868 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7869 texture_function
= "textureCube";
7872 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7875 texture_function
= "texture2DRectProj";
7880 texture_function
= "texture2DRect";
7885 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7886 texture_function
= "";
7887 coord_mask
= "xyzw";
7890 if (!needs_legacy_glsl_syntax(gl_info
))
7891 texture_function
= proj
? "textureProj" : "texture";
7894 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
7895 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
7897 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
7899 /* With projective textures, texbem only divides the static
7900 * texture coord, not the displacement, so multiply the
7901 * displacement with the dividing parameter before passing it to
7903 if (settings
->op
[stage
].projected
!= proj_none
)
7905 if (settings
->op
[stage
].projected
== proj_count4
)
7907 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7909 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7913 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7915 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
7920 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
7923 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7924 stage
, texture_function
, stage
, coord_mask
);
7926 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7927 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7928 stage
, stage
- 1, stage
- 1, stage
- 1);
7930 else if (settings
->op
[stage
].projected
== proj_count3
)
7932 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7933 stage
, texture_function
, stage
, stage
);
7937 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7938 stage
, texture_function
, stage
, stage
, coord_mask
);
7941 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
7942 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
7943 settings
->op
[stage
].color_fixup
);
7946 if (settings
->color_key_enabled
)
7948 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7949 shader_addline(buffer
, " discard;\n");
7952 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
7954 /* Generate the main shader */
7955 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7959 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7962 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7963 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7964 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
7965 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7966 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7967 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
7968 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7969 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7970 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
7971 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7972 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7973 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7975 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
7976 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
7977 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
7978 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7980 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7982 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7983 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7984 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7988 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
7989 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7990 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7992 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
7993 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7995 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7996 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7997 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7998 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
7999 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
8000 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
8004 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
8005 get_fragment_output(gl_info
));
8007 if (settings
->sRGB_write
)
8008 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
8010 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
8012 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
8014 shader_addline(buffer
, "}\n");
8016 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8017 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8019 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
8023 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8024 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
8026 struct glsl_ffp_vertex_shader
*shader
;
8027 const struct wine_rb_entry
*entry
;
8029 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
8030 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
8032 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
8035 shader
->desc
.settings
= *settings
;
8036 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
8037 list_init(&shader
->linked_programs
);
8038 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
8039 ERR("Failed to insert ffp vertex shader.\n");
8044 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8045 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
8047 struct glsl_ffp_fragment_shader
*glsl_desc
;
8048 const struct ffp_frag_desc
*desc
;
8050 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
8051 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
8053 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
8056 glsl_desc
->entry
.settings
= *args
;
8057 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
8058 list_init(&glsl_desc
->linked_programs
);
8059 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
8065 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8066 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
8069 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8071 for (i
= 0; i
< vs_c_count
; ++i
)
8073 string_buffer_sprintf(name
, "vs_c[%u]", i
);
8074 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8076 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
8078 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8080 string_buffer_sprintf(name
, "vs_i[%u]", i
);
8081 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8084 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8086 string_buffer_sprintf(name
, "vs_b[%u]", i
);
8087 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8090 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8092 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
8094 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
8095 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8097 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
8098 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
8099 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8101 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
8102 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8104 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
8105 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
8106 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
8107 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
8108 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
8109 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
8110 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
8112 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
8113 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8114 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
8115 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8116 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
8117 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8118 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
8119 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8120 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
8121 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8122 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
8123 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8124 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
8125 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8126 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
8127 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8128 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
8129 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8130 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
8131 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8132 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
8133 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8134 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
8135 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8137 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
8138 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
8139 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
8140 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
8141 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
8142 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
8143 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
8145 string_buffer_release(&priv
->string_buffers
, name
);
8148 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8149 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
8151 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8154 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8155 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
8158 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8160 for (i
= 0; i
< ps_c_count
; ++i
)
8162 string_buffer_sprintf(name
, "ps_c[%u]", i
);
8163 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8165 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
8167 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8169 string_buffer_sprintf(name
, "ps_i[%u]", i
);
8170 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8173 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8175 string_buffer_sprintf(name
, "ps_b[%u]", i
);
8176 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8179 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8181 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
8182 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8183 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
8184 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8185 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
8186 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8187 string_buffer_sprintf(name
, "tss_const%u", i
);
8188 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8191 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
8192 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
8194 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
8195 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
8196 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
8197 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
8199 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
8201 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
8202 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
8203 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
8205 string_buffer_release(&priv
->string_buffers
, name
);
8208 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
8209 struct shader_glsl_priv
*priv
, GLuint program_id
,
8210 const struct wined3d_shader_reg_maps
*reg_maps
)
8212 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8213 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
8214 unsigned int i
, base
, count
;
8217 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
8218 for (i
= 0; i
< count
; ++i
)
8220 if (!reg_maps
->cb_sizes
[i
])
8223 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
8224 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
8225 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
8227 checkGLcall("glUniformBlockBinding");
8228 string_buffer_release(&priv
->string_buffers
, name
);
8231 /* Context activation is done by the caller. */
8232 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
8233 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8235 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8236 struct glsl_shader_prog_link
*entry
= NULL
;
8237 struct wined3d_shader
*shader
;
8238 struct glsl_program_key key
;
8239 GLuint program_id
, cs_id
;
8241 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
8244 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
8246 WARN("Compute shader is NULL.\n");
8247 ctx_data
->glsl_program
= NULL
;
8251 cs_id
= find_glsl_compute_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, shader
);
8252 memset(&key
, 0, sizeof(key
));
8254 if ((entry
= get_glsl_program_entry(priv
, &key
)))
8256 ctx_data
->glsl_program
= entry
;
8260 program_id
= GL_EXTCALL(glCreateProgram());
8261 TRACE("Created new GLSL shader program %u.\n", program_id
);
8263 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
8265 ERR("Out of memory.\n");
8268 entry
->id
= program_id
;
8272 entry
->cs
.id
= cs_id
;
8273 entry
->constant_version
= 0;
8274 entry
->ps
.np2_fixup_info
= NULL
;
8275 add_glsl_program_entry(priv
, entry
);
8277 ctx_data
->glsl_program
= entry
;
8279 TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id
, program_id
);
8280 GL_EXTCALL(glAttachShader(program_id
, cs_id
));
8281 checkGLcall("glAttachShader");
8283 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
8285 TRACE("Linking GLSL shader program %u.\n", program_id
);
8286 GL_EXTCALL(glLinkProgram(program_id
));
8287 shader_glsl_validate_link(gl_info
, program_id
);
8289 GL_EXTCALL(glUseProgram(program_id
));
8290 checkGLcall("glUseProgram");
8291 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8292 shader_glsl_load_icb(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8293 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8295 entry
->constant_update_mask
= 0;
8298 /* Context activation is done by the caller. */
8299 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
8300 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8302 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8303 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
8304 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
8305 struct glsl_shader_prog_link
*entry
= NULL
;
8306 struct wined3d_shader
*vshader
= NULL
;
8307 struct wined3d_shader
*gshader
= NULL
;
8308 struct wined3d_shader
*pshader
= NULL
;
8309 GLuint reorder_shader_id
= 0;
8310 struct glsl_program_key key
;
8316 struct list
*ps_list
, *vs_list
;
8318 struct wined3d_string_buffer
*tmp_name
;
8320 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
8322 vs_id
= ctx_data
->glsl_program
->vs
.id
;
8323 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
8327 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8328 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8330 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8331 && ctx_data
->glsl_program
->gs
.id
)
8333 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8337 struct gs_compile_args args
;
8339 find_gs_compile_args(state
, gshader
, &args
);
8340 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
8344 else if (use_vs(state
))
8346 struct vs_compile_args vs_compile_args
;
8348 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8349 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8351 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
8352 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
8353 vs_list
= &vshader
->linked_programs
;
8355 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8356 && ctx_data
->glsl_program
->gs
.id
)
8358 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8362 struct gs_compile_args gs_compile_args
;
8364 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
8365 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
8368 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
8370 struct glsl_ffp_vertex_shader
*ffp_shader
;
8371 struct wined3d_ffp_vs_settings settings
;
8373 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
8374 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
8375 vs_id
= ffp_shader
->id
;
8376 vs_list
= &ffp_shader
->linked_programs
;
8379 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
8381 ps_id
= ctx_data
->glsl_program
->ps
.id
;
8382 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
8385 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8387 else if (use_ps(state
))
8389 struct ps_compile_args ps_compile_args
;
8390 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8391 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
8392 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
8393 pshader
, &ps_compile_args
, &np2fixup_info
);
8394 ps_list
= &pshader
->linked_programs
;
8396 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
8398 struct glsl_ffp_fragment_shader
*ffp_shader
;
8399 struct ffp_frag_settings settings
;
8401 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
8402 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
8403 ps_id
= ffp_shader
->id
;
8404 ps_list
= &ffp_shader
->linked_programs
;
8411 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
8413 ctx_data
->glsl_program
= entry
;
8417 /* If we get to this point, then no matching program exists, so we create one */
8418 program_id
= GL_EXTCALL(glCreateProgram());
8419 TRACE("Created new GLSL shader program %u.\n", program_id
);
8421 /* Create the entry */
8422 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
8423 entry
->id
= program_id
;
8424 entry
->vs
.id
= vs_id
;
8425 entry
->gs
.id
= gs_id
;
8426 entry
->ps
.id
= ps_id
;
8428 entry
->constant_version
= 0;
8429 entry
->ps
.np2_fixup_info
= np2fixup_info
;
8430 /* Add the hash table entry */
8431 add_glsl_program_entry(priv
, entry
);
8433 /* Set the current program */
8434 ctx_data
->glsl_program
= entry
;
8436 /* Attach GLSL vshader */
8439 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
8440 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8441 checkGLcall("glAttachShader");
8443 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8448 attribs_map
= vshader
->reg_maps
.input_registers
;
8449 if (vshader
->reg_maps
.shader_version
.major
< 4)
8451 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8452 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8453 d3d_info
->emulated_flatshading
8454 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8455 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8456 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8457 checkGLcall("glAttachShader");
8458 /* Flag the reorder function for deletion, it will be freed
8459 * automatically when the program is destroyed. */
8460 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8465 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8468 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8470 /* Bind vertex attributes to a corresponding index number to match
8471 * the same index numbers as ARB_vertex_programs (makes loading
8472 * vertex attributes simpler). With this method, we can use the
8473 * exact same code to load the attributes later for both ARB and
8476 * We have to do this here because we need to know the Program ID
8477 * in order to make the bindings work, and it has to be done prior
8478 * to linking the GLSL program. */
8479 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8480 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8482 if (!(attribs_map
& 1))
8485 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8486 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8487 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8489 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8490 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8491 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8492 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8495 checkGLcall("glBindAttribLocation");
8496 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8501 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8502 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8503 checkGLcall("glAttachShader");
8505 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8507 TRACE("input type %s, output type %s, vertices out %u.\n",
8508 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8509 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8510 gshader
->u
.gs
.vertices_out
);
8511 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8512 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8513 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8514 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8515 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8516 gshader
->u
.gs
.vertices_out
));
8517 checkGLcall("glProgramParameteriARB");
8520 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8523 /* Attach GLSL pshader */
8526 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8527 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8528 checkGLcall("glAttachShader");
8530 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8533 /* Link the program */
8534 TRACE("Linking GLSL shader program %u.\n", program_id
);
8535 GL_EXTCALL(glLinkProgram(program_id
));
8536 shader_glsl_validate_link(gl_info
, program_id
);
8538 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8539 vshader
? vshader
->limits
->constant_float
: 0);
8540 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8541 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8542 pshader
? pshader
->limits
->constant_float
: 0);
8543 checkGLcall("Find glsl program uniform locations");
8545 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8547 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8548 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8550 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8551 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8555 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8560 /* With core profile we never change vertex_color_clamp from
8561 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8562 * glClampColorARB(). */
8563 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8566 /* Set the shader to allow uniform loading on it */
8567 GL_EXTCALL(glUseProgram(program_id
));
8568 checkGLcall("glUseProgram");
8570 /* Texture unit mapping is set up to be the same each time the shader
8571 * program is used so we can hardcode the sampler uniform values. */
8572 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
8574 entry
->constant_update_mask
= 0;
8577 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
8578 if (vshader
->reg_maps
.integer_constants
)
8579 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
8580 if (vshader
->reg_maps
.boolean_constants
)
8581 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
8582 if (entry
->vs
.pos_fixup_location
!= -1)
8583 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8585 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8586 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8590 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8591 | WINED3D_SHADER_CONST_FFP_PROJ
;
8593 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
8595 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
8597 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8602 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8604 if (entry
->vs
.texture_matrix_location
[i
] != -1)
8606 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8610 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
8611 || entry
->vs
.material_specular_location
!= -1
8612 || entry
->vs
.material_emissive_location
!= -1
8613 || entry
->vs
.material_shininess_location
!= -1)
8614 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8615 if (entry
->vs
.light_ambient_location
!= -1)
8616 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8618 if (entry
->vs
.clip_planes_location
!= -1)
8619 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
8620 if (entry
->vs
.pointsize_min_location
!= -1)
8621 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8625 if (entry
->gs
.pos_fixup_location
!= -1)
8626 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8627 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8628 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8635 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
8636 if (pshader
->reg_maps
.integer_constants
)
8637 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
8638 if (pshader
->reg_maps
.boolean_constants
)
8639 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
8640 if (entry
->ps
.ycorrection_location
!= -1)
8641 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
8643 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8644 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8645 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8649 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8652 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8654 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
8656 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
8661 if (entry
->ps
.fog_color_location
!= -1)
8662 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8663 if (entry
->ps
.alpha_test_ref_location
!= -1)
8664 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
8665 if (entry
->ps
.np2_fixup_location
!= -1)
8666 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
8667 if (entry
->ps
.color_key_location
!= -1)
8668 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8672 /* Context activation is done by the caller. */
8673 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8674 const struct wined3d_state
*state
)
8676 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8677 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8678 struct shader_glsl_priv
*priv
= shader_priv
;
8679 GLenum current_vertex_color_clamp
;
8680 GLuint program_id
, prev_id
;
8682 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8683 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8685 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8687 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8689 if (ctx_data
->glsl_program
)
8691 program_id
= ctx_data
->glsl_program
->id
;
8692 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8697 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8700 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
8702 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
8703 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8705 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8706 checkGLcall("glClampColorARB");
8710 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
8714 TRACE("Using GLSL program %u.\n", program_id
);
8716 if (prev_id
!= program_id
)
8718 GL_EXTCALL(glUseProgram(program_id
));
8719 checkGLcall("glUseProgram");
8722 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8725 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8728 /* Context activation is done by the caller. */
8729 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
8730 const struct wined3d_state
*state
)
8732 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8733 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8734 struct shader_glsl_priv
*priv
= shader_priv
;
8735 GLuint program_id
, prev_id
;
8737 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8738 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
8739 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8741 TRACE("Using GLSL program %u.\n", program_id
);
8743 if (prev_id
!= program_id
)
8745 GL_EXTCALL(glUseProgram(program_id
));
8746 checkGLcall("glUseProgram");
8749 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8750 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8751 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8752 | (1u << WINED3D_SHADER_TYPE_HULL
)
8753 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
8756 /* "context" is not necessarily the currently active context. */
8757 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8759 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8761 ctx_data
->glsl_program
= NULL
;
8762 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8763 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8764 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8765 | (1u << WINED3D_SHADER_TYPE_HULL
)
8766 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8767 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8770 /* Context activation is done by the caller. */
8771 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8773 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8774 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8775 struct shader_glsl_priv
*priv
= shader_priv
;
8777 shader_glsl_invalidate_current_program(context
);
8778 GL_EXTCALL(glUseProgram(0));
8779 checkGLcall("glUseProgram");
8781 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8782 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8784 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8786 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8787 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8788 checkGLcall("glClampColorARB");
8792 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8793 const struct glsl_shader_prog_link
*program
)
8795 const struct glsl_context_data
*ctx_data
;
8796 struct wined3d_context
*context
;
8799 for (i
= 0; i
< device
->context_count
; ++i
)
8801 context
= device
->contexts
[i
];
8802 ctx_data
= context
->shader_backend_data
;
8804 if (ctx_data
->glsl_program
== program
)
8805 shader_glsl_invalidate_current_program(context
);
8809 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8811 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8812 struct wined3d_device
*device
= shader
->device
;
8813 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8814 const struct wined3d_gl_info
*gl_info
;
8815 const struct list
*linked_programs
;
8816 struct wined3d_context
*context
;
8818 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8820 HeapFree(GetProcessHeap(), 0, shader_data
);
8821 shader
->backend_data
= NULL
;
8825 context
= context_acquire(device
, NULL
, 0);
8826 gl_info
= context
->gl_info
;
8828 TRACE("Deleting linked programs.\n");
8829 linked_programs
= &shader
->linked_programs
;
8830 if (linked_programs
->next
)
8832 struct glsl_shader_prog_link
*entry
, *entry2
;
8835 switch (shader
->reg_maps
.shader_version
.type
)
8837 case WINED3D_SHADER_TYPE_PIXEL
:
8839 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8841 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8843 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8844 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8845 checkGLcall("glDeleteShader");
8847 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8849 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8850 struct glsl_shader_prog_link
, ps
.shader_entry
)
8852 shader_glsl_invalidate_contexts_program(device
, entry
);
8853 delete_glsl_program_entry(priv
, gl_info
, entry
);
8859 case WINED3D_SHADER_TYPE_VERTEX
:
8861 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8863 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8865 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8866 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8867 checkGLcall("glDeleteShader");
8869 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8871 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8872 struct glsl_shader_prog_link
, vs
.shader_entry
)
8874 shader_glsl_invalidate_contexts_program(device
, entry
);
8875 delete_glsl_program_entry(priv
, gl_info
, entry
);
8881 case WINED3D_SHADER_TYPE_GEOMETRY
:
8883 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
8885 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8887 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
8888 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8889 checkGLcall("glDeleteShader");
8891 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
8893 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8894 struct glsl_shader_prog_link
, gs
.shader_entry
)
8896 shader_glsl_invalidate_contexts_program(device
, entry
);
8897 delete_glsl_program_entry(priv
, gl_info
, entry
);
8903 case WINED3D_SHADER_TYPE_COMPUTE
:
8905 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
8907 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8909 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
8910 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8911 checkGLcall("glDeleteShader");
8913 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
8915 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8916 struct glsl_shader_prog_link
, cs
.shader_entry
)
8918 shader_glsl_invalidate_contexts_program(device
, entry
);
8919 delete_glsl_program_entry(priv
, gl_info
, entry
);
8926 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8931 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
8932 shader
->backend_data
= NULL
;
8934 context_release(context
);
8937 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
8939 const struct glsl_program_key
*k
= key
;
8940 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
8941 const struct glsl_shader_prog_link
, program_lookup_entry
);
8943 if (k
->vs_id
> prog
->vs
.id
) return 1;
8944 else if (k
->vs_id
< prog
->vs
.id
) return -1;
8946 if (k
->gs_id
> prog
->gs
.id
) return 1;
8947 else if (k
->gs_id
< prog
->gs
.id
) return -1;
8949 if (k
->ps_id
> prog
->ps
.id
) return 1;
8950 else if (k
->ps_id
< prog
->ps
.id
) return -1;
8952 if (k
->cs_id
> prog
->cs
.id
) return 1;
8953 else if (k
->cs_id
< prog
->cs
.id
) return -1;
8958 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
8960 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
8961 + constant_count
* sizeof(*heap
->contained
)
8962 + constant_count
* sizeof(*heap
->positions
);
8963 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
8967 ERR("Failed to allocate memory\n");
8971 heap
->entries
= mem
;
8972 heap
->entries
[1].version
= 0;
8973 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
8974 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
8975 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
8981 static void constant_heap_free(struct constant_heap
*heap
)
8983 HeapFree(GetProcessHeap(), 0, heap
->entries
);
8986 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
8987 const struct fragment_pipeline
*fragment_pipe
)
8989 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8990 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
8991 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
8992 struct fragment_caps fragment_caps
;
8993 void *vertex_priv
, *fragment_priv
;
8995 string_buffer_list_init(&priv
->string_buffers
);
8997 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
8999 ERR("Failed to initialize vertex pipe.\n");
9000 HeapFree(GetProcessHeap(), 0, priv
);
9004 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
9006 ERR("Failed to initialize fragment pipe.\n");
9007 vertex_pipe
->vp_free(device
);
9008 HeapFree(GetProcessHeap(), 0, priv
);
9012 if (!string_buffer_init(&priv
->shader_buffer
))
9014 ERR("Failed to initialize shader buffer.\n");
9018 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
9020 ERR("Failed to allocate memory.\n");
9024 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
9026 ERR("Failed to initialize vertex shader constant heap\n");
9030 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
9032 ERR("Failed to initialize pixel shader constant heap\n");
9036 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
9038 priv
->next_constant_version
= 1;
9039 priv
->vertex_pipe
= vertex_pipe
;
9040 priv
->fragment_pipe
= fragment_pipe
;
9041 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
9042 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
9043 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
9045 device
->vertex_priv
= vertex_priv
;
9046 device
->fragment_priv
= fragment_priv
;
9047 device
->shader_priv
= priv
;
9052 constant_heap_free(&priv
->pconst_heap
);
9053 constant_heap_free(&priv
->vconst_heap
);
9054 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9055 string_buffer_free(&priv
->shader_buffer
);
9056 fragment_pipe
->free_private(device
);
9057 vertex_pipe
->vp_free(device
);
9058 HeapFree(GetProcessHeap(), 0, priv
);
9059 return E_OUTOFMEMORY
;
9062 /* Context activation is done by the caller. */
9063 static void shader_glsl_free(struct wined3d_device
*device
)
9065 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9067 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
9068 constant_heap_free(&priv
->pconst_heap
);
9069 constant_heap_free(&priv
->vconst_heap
);
9070 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9071 string_buffer_list_cleanup(&priv
->string_buffers
);
9072 string_buffer_free(&priv
->shader_buffer
);
9073 priv
->fragment_pipe
->free_private(device
);
9074 priv
->vertex_pipe
->vp_free(device
);
9076 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
9077 device
->shader_priv
= NULL
;
9080 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
9082 struct glsl_context_data
*ctx_data
;
9083 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
9085 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9086 context
->shader_backend_data
= ctx_data
;
9090 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
9092 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
9095 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
9097 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9099 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
9100 checkGLcall("GL_PROGRAM_POINT_SIZE");
9103 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
9107 /* FIXME: Check for the specific extensions required for SM5 support
9108 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
9109 * soon as we introduce them, adjusting the GL / GLSL version checks
9111 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
9112 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
9113 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
9114 && gl_info
->supported
[ARB_GPU_SHADER5
]
9115 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
9116 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
9117 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
9119 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
9120 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
9121 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
9123 /* Support for texldd and texldl instructions in pixel shaders is required
9125 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
9129 TRACE("Shader model %u.\n", shader_model
);
9131 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
9132 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
9133 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
9134 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
9135 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
9136 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
9138 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
9139 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
9140 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
9142 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
9143 * Direct3D minimum requirement.
9145 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
9146 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
9148 * The problem is that the refrast clamps temporary results in the shader to
9149 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
9150 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
9151 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
9152 * offer a way to query this.
9154 if (shader_model
>= 4)
9155 caps
->ps_1x_max_value
= FLT_MAX
;
9157 caps
->ps_1x_max_value
= 1024.0f
;
9159 /* Ideally we'd only set caps like sRGB writes here if supported by both
9160 * the shader backend and the fragment pipe, but we can get called before
9161 * shader_glsl_alloc(). */
9162 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
9163 | WINED3D_SHADER_CAP_SRGB_WRITE
;
9166 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
9168 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
9170 TRACE("Checking support for fixup:\n");
9171 dump_color_fixup_desc(fixup
);
9174 /* We support everything except YUV conversions. */
9175 if (!is_complex_fixup(fixup
))
9181 TRACE("[FAILED]\n");
9185 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
9187 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
9188 /* WINED3DSIH_ADD */ shader_glsl_binop
,
9189 /* WINED3DSIH_AND */ shader_glsl_binop
,
9190 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
9191 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
9192 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
9193 /* WINED3DSIH_ATOMIC_IMAX */ NULL
,
9194 /* WINED3DSIH_ATOMIC_IMIN */ NULL
,
9195 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
9196 /* WINED3DSIH_ATOMIC_UMAX */ NULL
,
9197 /* WINED3DSIH_ATOMIC_UMIN */ NULL
,
9198 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
9199 /* WINED3DSIH_BEM */ shader_glsl_bem
,
9200 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
9201 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
9202 /* WINED3DSIH_BREAK */ shader_glsl_break
,
9203 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
9204 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
9205 /* WINED3DSIH_BUFINFO */ NULL
,
9206 /* WINED3DSIH_CALL */ shader_glsl_call
,
9207 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
9208 /* WINED3DSIH_CASE */ shader_glsl_case
,
9209 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
9210 /* WINED3DSIH_CND */ shader_glsl_cnd
,
9211 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
9212 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
9213 /* WINED3DSIH_CRS */ shader_glsl_cross
,
9214 /* WINED3DSIH_CUT */ shader_glsl_cut
,
9215 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
9216 /* WINED3DSIH_DCL */ shader_glsl_nop
,
9217 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
9218 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
9219 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
9220 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
9221 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
9222 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
9223 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
9224 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
9225 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
9226 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
9227 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
9228 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
9229 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
9230 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
9231 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
9232 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
9233 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
9234 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
9235 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
9236 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
9237 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
9238 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
9239 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
9240 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
9241 /* WINED3DSIH_DCL_STREAM */ NULL
,
9242 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
9243 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
9244 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
9245 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
9246 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
9247 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
9248 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
9249 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
9250 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL
,
9251 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
9252 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
9253 /* WINED3DSIH_DEF */ shader_glsl_nop
,
9254 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
9255 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
9256 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
9257 /* WINED3DSIH_DIV */ shader_glsl_binop
,
9258 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
9259 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
9260 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
9261 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
9262 /* WINED3DSIH_DST */ shader_glsl_dst
,
9263 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
9264 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
9265 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
9266 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
9267 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
9268 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
9269 /* WINED3DSIH_ELSE */ shader_glsl_else
,
9270 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
9271 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
9272 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
9273 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
9274 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
9275 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
9276 /* WINED3DSIH_EQ */ shader_glsl_relop
,
9277 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
9278 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
9279 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
9280 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
9281 /* WINED3DSIH_FCALL */ NULL
,
9282 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
9283 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
9284 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
9285 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
9286 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
9287 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
9288 /* WINED3DSIH_GATHER4 */ NULL
,
9289 /* WINED3DSIH_GATHER4_C */ NULL
,
9290 /* WINED3DSIH_GE */ shader_glsl_relop
,
9291 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
9292 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
9293 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
9294 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
9295 /* WINED3DSIH_IADD */ shader_glsl_binop
,
9296 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
9297 /* WINED3DSIH_IF */ shader_glsl_if
,
9298 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
9299 /* WINED3DSIH_IGE */ shader_glsl_relop
,
9300 /* WINED3DSIH_ILT */ shader_glsl_relop
,
9301 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
9302 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
9303 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
9304 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
9305 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL
,
9306 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL
,
9307 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
9308 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL
,
9309 /* WINED3DSIH_IMM_ATOMIC_IADD */ NULL
,
9310 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL
,
9311 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL
,
9312 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL
,
9313 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL
,
9314 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
9315 /* WINED3DSIH_INE */ shader_glsl_relop
,
9316 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
9317 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
9318 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
9319 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
9320 /* WINED3DSIH_LABEL */ shader_glsl_label
,
9321 /* WINED3DSIH_LD */ shader_glsl_ld
,
9322 /* WINED3DSIH_LD2DMS */ NULL
,
9323 /* WINED3DSIH_LD_RAW */ NULL
,
9324 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
9325 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
9326 /* WINED3DSIH_LIT */ shader_glsl_lit
,
9327 /* WINED3DSIH_LOD */ NULL
,
9328 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
9329 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
9330 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
9331 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
9332 /* WINED3DSIH_LT */ shader_glsl_relop
,
9333 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
9334 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
9335 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
9336 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
9337 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
9338 /* WINED3DSIH_MAD */ shader_glsl_mad
,
9339 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
9340 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
9341 /* WINED3DSIH_MOV */ shader_glsl_mov
,
9342 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
9343 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
9344 /* WINED3DSIH_MUL */ shader_glsl_binop
,
9345 /* WINED3DSIH_NE */ shader_glsl_relop
,
9346 /* WINED3DSIH_NOP */ shader_glsl_nop
,
9347 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
9348 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
9349 /* WINED3DSIH_OR */ shader_glsl_binop
,
9350 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
9351 /* WINED3DSIH_POW */ shader_glsl_pow
,
9352 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
9353 /* WINED3DSIH_REP */ shader_glsl_rep
,
9354 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
9355 /* WINED3DSIH_RET */ shader_glsl_ret
,
9356 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
9357 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
9358 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9359 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9360 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9361 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9362 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9363 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9364 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9365 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9366 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9367 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9368 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9369 /* WINED3DSIH_SETP */ NULL
,
9370 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9371 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9372 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9373 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9374 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9375 /* WINED3DSIH_STORE_RAW */ NULL
,
9376 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
9377 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
9378 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9379 /* WINED3DSIH_SWAPC */ NULL
,
9380 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9381 /* WINED3DSIH_SYNC */ NULL
,
9382 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9383 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9384 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9385 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9386 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9387 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9388 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9389 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9390 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9391 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9392 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9393 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9394 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9395 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9396 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9397 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9398 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9399 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9400 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9401 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9402 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9403 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9404 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
9405 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9406 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9407 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9408 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9409 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9410 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9411 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9412 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9415 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9416 SHADER_HANDLER hw_fct
;
9418 /* Select handler */
9419 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9421 /* Unhandled opcode */
9424 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9429 shader_glsl_add_instruction_modifiers(ins
);
9432 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9434 struct shader_glsl_priv
*priv
= shader_priv
;
9436 return priv
->ffp_proj_control
;
9439 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9441 shader_glsl_handle_instruction
,
9443 shader_glsl_select_compute
,
9444 shader_glsl_disable
,
9445 shader_glsl_update_float_vertex_constants
,
9446 shader_glsl_update_float_pixel_constants
,
9447 shader_glsl_load_constants
,
9448 shader_glsl_destroy
,
9451 shader_glsl_allocate_context_data
,
9452 shader_glsl_free_context_data
,
9453 shader_glsl_init_context_state
,
9454 shader_glsl_get_caps
,
9455 shader_glsl_color_fixup_supported
,
9456 shader_glsl_has_ffp_proj_control
,
9459 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9461 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9463 caps
->xyzrhw
= TRUE
;
9464 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9465 caps
->ffp_generic_attributes
= TRUE
;
9466 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9467 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9468 caps
->max_vertex_blend_matrix_index
= 0;
9469 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9470 | WINED3DVTXPCAPS_MATERIALSOURCE7
9471 | WINED3DVTXPCAPS_VERTEXFOG
9472 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9473 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9474 | WINED3DVTXPCAPS_LOCALVIEWER
9475 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9476 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9477 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9478 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9481 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9483 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9484 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9488 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9490 struct shader_glsl_priv
*priv
;
9492 if (shader_backend
== &glsl_shader_backend
)
9495 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9499 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9504 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9506 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9507 struct glsl_ffp_vertex_shader
, desc
.entry
);
9508 struct glsl_shader_prog_link
*program
, *program2
;
9509 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9511 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9512 struct glsl_shader_prog_link
, vs
.shader_entry
)
9514 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9516 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9517 HeapFree(GetProcessHeap(), 0, shader
);
9520 /* Context activation is done by the caller. */
9521 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9523 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9524 struct glsl_ffp_destroy_ctx ctx
;
9527 ctx
.gl_info
= &device
->adapter
->gl_info
;
9528 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9531 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9532 const struct wined3d_state
*state
, DWORD state_id
) {}
9534 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9535 const struct wined3d_state
*state
, DWORD state_id
)
9537 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9540 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9541 const struct wined3d_state
*state
, DWORD state_id
)
9543 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9544 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9545 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9546 BOOL transformed
= context
->stream_info
.position_transformed
;
9547 BOOL wasrhw
= context
->last_was_rhw
;
9550 context
->last_was_rhw
= transformed
;
9552 /* If the vertex declaration contains a transformed position attribute,
9553 * the draw uses the fixed function vertex pipeline regardless of any
9554 * vertex shader set by the application. */
9555 if (transformed
!= wasrhw
9556 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9557 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9559 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9563 if (context
->last_was_vshader
)
9566 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9567 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9569 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9572 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9574 /* Because of settings->texcoords, we have to regenerate the vertex
9575 * shader on a vdecl change if there aren't enough varyings to just
9576 * always output all the texture coordinates. */
9577 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9578 || normal
!= context
->last_was_normal
)
9579 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9582 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9583 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9584 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9588 if (!context
->last_was_vshader
)
9590 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9592 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9593 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9595 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9599 context
->last_was_vshader
= use_vs(state
);
9600 context
->last_was_normal
= normal
;
9603 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9604 const struct wined3d_state
*state
, DWORD state_id
)
9606 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9607 /* Different vertex shaders potentially require a different vertex attributes setup. */
9608 if (!isStateDirty(context
, STATE_VDECL
))
9609 context_apply_state(context
, state
, STATE_VDECL
);
9612 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9613 const struct wined3d_state
*state
, DWORD state_id
)
9615 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9616 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9617 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9620 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9621 const struct wined3d_state
*state
, DWORD state_id
)
9623 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9624 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9625 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9626 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9627 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9630 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9631 const struct wined3d_state
*state
, DWORD state_id
)
9633 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9636 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9637 const struct wined3d_state
*state
, DWORD state_id
)
9639 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9642 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9644 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9647 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9648 | WINED3D_SHADER_CONST_FFP_LIGHTS
9649 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9651 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9653 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
9655 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9656 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9661 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9665 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9666 const struct wined3d_state
*state
, DWORD state_id
)
9668 /* Table fog behavior depends on the projection matrix. */
9669 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9670 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9671 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9672 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9675 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9676 const struct wined3d_state
*state
, DWORD state_id
)
9678 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9679 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9680 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9681 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9682 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9683 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9686 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9687 const struct wined3d_state
*state
, DWORD state_id
)
9689 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9692 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9693 const struct wined3d_state
*state
, DWORD state_id
)
9695 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9696 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9702 if (sampler
>= MAX_TEXTURES
)
9705 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9706 || context
->lastWasPow2Texture
& (1u << sampler
))
9709 context
->lastWasPow2Texture
|= 1u << sampler
;
9711 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9713 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9717 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9718 const struct wined3d_state
*state
, DWORD state_id
)
9720 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9723 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9724 const struct wined3d_state
*state
, DWORD state_id
)
9726 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9729 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9730 const struct wined3d_state
*state
, DWORD state_id
)
9732 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9735 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9736 const struct wined3d_state
*state
, DWORD state_id
)
9739 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9742 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9743 const struct wined3d_state
*state
, DWORD state_id
)
9745 static unsigned int once
;
9747 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9748 FIXME("Non-point sprite points not supported in core profile.\n");
9751 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9752 const struct wined3d_state
*state
, DWORD state_id
)
9754 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9757 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9758 const struct wined3d_state
*state
, DWORD state_id
)
9760 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9761 UINT index
= state_id
- STATE_CLIPPLANE(0);
9763 if (index
>= gl_info
->limits
.user_clip_distances
)
9766 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9769 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9771 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9772 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9773 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9774 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9775 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9776 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9778 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9779 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9780 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9781 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9782 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9783 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9784 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9785 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9786 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9787 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9788 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9789 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9790 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9791 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9792 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9793 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9794 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9795 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9796 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9797 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9798 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9799 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9800 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9801 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9802 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9803 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9804 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9805 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9806 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9807 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9808 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9809 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9810 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9811 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9812 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9813 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9814 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9815 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9816 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9817 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9818 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9819 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9820 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9821 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9822 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9823 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9824 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9825 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9826 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9827 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9828 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9829 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9830 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9831 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9832 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9833 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9834 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9835 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9836 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9837 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9838 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9839 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9840 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9841 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9843 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9844 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9845 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9846 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9847 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9848 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9849 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9850 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9851 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9853 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
9854 /* Transform states */
9855 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9856 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9857 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9858 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9859 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9860 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9861 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9862 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9863 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9864 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9865 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9866 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9867 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9868 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9869 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9870 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9871 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9872 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9873 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9874 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9875 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9876 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9877 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9878 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9879 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9880 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9881 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9882 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9883 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9884 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9886 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9887 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9888 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9889 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9890 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
9891 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
9892 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9893 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9894 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9895 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9896 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9897 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9898 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9899 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9900 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9901 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9902 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9903 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
9904 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
9905 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
9906 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
9907 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
9908 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9909 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9910 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9911 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9912 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9913 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9914 /* NP2 texture matrix fixups. They are not needed if
9915 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9916 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9918 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9919 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9920 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9921 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9922 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9923 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9924 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9925 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9926 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9927 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9928 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9929 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9930 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9931 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9932 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9933 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9934 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9935 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9936 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9937 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9938 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9939 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9940 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9941 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9942 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9943 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
9944 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9945 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
9949 * - Implement vertex tweening. */
9950 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
9952 glsl_vertex_pipe_vp_enable
,
9953 glsl_vertex_pipe_vp_get_caps
,
9954 glsl_vertex_pipe_vp_get_emul_mask
,
9955 glsl_vertex_pipe_vp_alloc
,
9956 glsl_vertex_pipe_vp_free
,
9957 glsl_vertex_pipe_vp_states
,
9960 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
9962 /* Nothing to do. */
9965 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
9967 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9968 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9969 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
9970 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
9971 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
9972 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
9973 | WINED3DTEXOPCAPS_SELECTARG1
9974 | WINED3DTEXOPCAPS_SELECTARG2
9975 | WINED3DTEXOPCAPS_MODULATE4X
9976 | WINED3DTEXOPCAPS_MODULATE2X
9977 | WINED3DTEXOPCAPS_MODULATE
9978 | WINED3DTEXOPCAPS_ADDSIGNED2X
9979 | WINED3DTEXOPCAPS_ADDSIGNED
9980 | WINED3DTEXOPCAPS_ADD
9981 | WINED3DTEXOPCAPS_SUBTRACT
9982 | WINED3DTEXOPCAPS_ADDSMOOTH
9983 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9984 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9985 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9986 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9987 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9988 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9989 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9990 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9991 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9992 | WINED3DTEXOPCAPS_DOTPRODUCT3
9993 | WINED3DTEXOPCAPS_MULTIPLYADD
9994 | WINED3DTEXOPCAPS_LERP
9995 | WINED3DTEXOPCAPS_BUMPENVMAP
9996 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
9997 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
9998 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
10001 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
10003 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10004 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
10008 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
10010 struct shader_glsl_priv
*priv
;
10012 if (shader_backend
== &glsl_shader_backend
)
10014 priv
= shader_priv
;
10015 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
10019 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
10024 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
10026 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
10027 struct glsl_ffp_fragment_shader
, entry
.entry
);
10028 struct glsl_shader_prog_link
*program
, *program2
;
10029 struct glsl_ffp_destroy_ctx
*ctx
= context
;
10031 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
10032 struct glsl_shader_prog_link
, ps
.shader_entry
)
10034 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
10036 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
10037 HeapFree(GetProcessHeap(), 0, shader
);
10040 /* Context activation is done by the caller. */
10041 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
10043 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
10044 struct glsl_ffp_destroy_ctx ctx
;
10047 ctx
.gl_info
= &device
->adapter
->gl_info
;
10048 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
10051 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
10052 const struct wined3d_state
*state
, DWORD state_id
)
10054 context
->last_was_pshader
= use_ps(state
);
10056 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10059 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
10060 const struct wined3d_state
*state
, DWORD state_id
)
10062 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10065 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
10066 const struct wined3d_state
*state
, DWORD state_id
)
10068 BOOL use_vshader
= use_vs(state
);
10069 enum fogsource new_source
;
10070 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
10071 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
10073 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10075 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
10078 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
10081 new_source
= FOGSOURCE_VS
;
10082 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
10083 new_source
= FOGSOURCE_COORD
;
10085 new_source
= FOGSOURCE_FFP
;
10089 new_source
= FOGSOURCE_FFP
;
10092 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
10094 context
->fog_source
= new_source
;
10095 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10099 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
10100 const struct wined3d_state
*state
, DWORD state_id
)
10102 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10103 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10104 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10106 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
10107 glsl_fragment_pipe_fog(context
, state
, state_id
);
10110 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
10111 const struct wined3d_state
*state
, DWORD state_id
)
10113 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10114 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10115 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10118 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
10119 const struct wined3d_state
*state
, DWORD state_id
)
10121 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10124 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
10125 const struct wined3d_state
*state
, DWORD state_id
)
10127 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10130 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
10131 const struct wined3d_state
*state
, DWORD state_id
)
10133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10134 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
10135 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
10139 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
10140 checkGLcall("glAlphaFunc");
10144 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
10145 const struct wined3d_state
*state
, DWORD state_id
)
10147 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10150 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
10151 const struct wined3d_state
*state
, DWORD state_id
)
10153 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10155 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
10157 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
10158 checkGLcall("glEnable(GL_ALPHA_TEST)");
10162 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
10163 checkGLcall("glDisable(GL_ALPHA_TEST)");
10167 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
10168 const struct wined3d_state
*state
, DWORD state_id
)
10170 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10173 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
10174 const struct wined3d_state
*state
, DWORD state_id
)
10176 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10179 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
10180 const struct wined3d_state
*state
, DWORD state_id
)
10182 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10185 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
10187 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10188 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10189 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10190 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10191 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10192 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10193 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10194 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10195 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10196 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10197 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10198 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10199 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10200 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10201 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10202 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10203 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10204 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10205 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10206 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10207 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10208 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10209 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10210 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10211 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10212 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10213 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10214 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10215 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10216 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10217 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10218 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10219 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10220 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10221 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10222 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10223 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10224 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10225 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10226 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10227 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10228 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10229 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10230 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10231 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10232 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10233 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10234 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10235 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10236 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10237 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10238 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10239 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10240 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10241 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10242 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10243 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10244 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10245 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10246 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10247 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10248 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10249 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10250 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10251 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10252 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10253 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10254 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10255 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10256 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10257 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10258 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10259 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10260 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10261 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10262 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10263 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
10264 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10265 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
10266 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
10267 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
10268 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
10269 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10270 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
10271 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
10272 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10273 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10274 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10275 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
10276 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
10277 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10278 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10279 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10280 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
10281 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
10282 {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
},
10283 {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
},
10284 {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
},
10285 {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
},
10286 {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
},
10287 {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
},
10288 {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
},
10289 {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
},
10290 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10291 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10292 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10293 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10294 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10295 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10296 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10297 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10298 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10299 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10300 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
10301 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10302 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
10305 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
10310 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
10314 const struct fragment_pipeline glsl_fragment_pipe
=
10316 glsl_fragment_pipe_enable
,
10317 glsl_fragment_pipe_get_caps
,
10318 glsl_fragment_pipe_get_emul_mask
,
10319 glsl_fragment_pipe_alloc
,
10320 glsl_fragment_pipe_free
,
10321 glsl_fragment_pipe_alloc_context_data
,
10322 glsl_fragment_pipe_free_context_data
,
10323 shader_glsl_color_fixup_supported
,
10324 glsl_fragment_pipe_state_template
,