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 void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
367 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_version
*version
)
369 unsigned int glsl_version
= shader_glsl_get_version(gl_info
, version
);
370 if (glsl_version
>= 150 && gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
371 shader_addline(buffer
, "#version %u compatibility\n", glsl_version
);
373 shader_addline(buffer
, "#version %u\n", glsl_version
);
376 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
380 wined3d_ftoa(values
[0], str
[0]);
381 wined3d_ftoa(values
[1], str
[1]);
382 wined3d_ftoa(values
[2], str
[2]);
383 wined3d_ftoa(values
[3], str
[3]);
384 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
387 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
388 const int *values
, unsigned int size
)
392 if (!size
|| size
> 4)
394 ERR("Invalid vector size %u.\n", size
);
399 shader_addline(buffer
, "ivec%u(", size
);
401 for (i
= 0; i
< size
; ++i
)
402 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
405 shader_addline(buffer
, ")");
408 static const char *get_info_log_line(const char **ptr
)
413 if (!(q
= strstr(p
, "\n")))
415 if (!*p
) return NULL
;
424 /* Context activation is done by the caller. */
425 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
430 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
434 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
436 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
438 /* A size of 1 is just a null-terminated string, so the log should be bigger than
439 * that if there are errors. */
442 const char *ptr
, *line
;
444 log
= HeapAlloc(GetProcessHeap(), 0, length
);
445 /* The info log is supposed to be zero-terminated, but at least some
446 * versions of fglrx don't terminate the string properly. The reported
447 * length does include the terminator, so explicitly set it to zero
451 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
453 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
456 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
458 WARN("Info log received from GLSL shader #%u:\n", id
);
459 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
463 FIXME("Info log received from GLSL shader #%u:\n", id
);
464 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
466 HeapFree(GetProcessHeap(), 0, log
);
470 /* Context activation is done by the caller. */
471 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
473 const char *ptr
, *line
;
475 TRACE("Compiling shader object %u.\n", shader
);
477 if (TRACE_ON(d3d_shader
))
480 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
483 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
484 checkGLcall("glShaderSource");
485 GL_EXTCALL(glCompileShader(shader
));
486 checkGLcall("glCompileShader");
487 print_glsl_info_log(gl_info
, shader
, FALSE
);
490 /* Context activation is done by the caller. */
491 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
493 GLint i
, shader_count
, source_size
= -1;
497 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
498 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
500 ERR("Failed to allocate shader array memory.\n");
504 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
505 for (i
= 0; i
< shader_count
; ++i
)
507 const char *ptr
, *line
;
510 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
512 if (source_size
< tmp
)
514 HeapFree(GetProcessHeap(), 0, source
);
516 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
519 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
520 HeapFree(GetProcessHeap(), 0, shaders
);
526 FIXME("Shader %u:\n", shaders
[i
]);
527 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
528 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
529 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
530 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
534 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
535 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
539 HeapFree(GetProcessHeap(), 0, source
);
540 HeapFree(GetProcessHeap(), 0, shaders
);
543 /* Context activation is done by the caller. */
544 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
548 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
551 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
554 FIXME("Program %u link status invalid.\n", program
);
555 shader_glsl_dump_program_source(gl_info
, program
);
558 print_glsl_info_log(gl_info
, program
, TRUE
);
561 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
563 return !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
];
566 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
567 struct shader_glsl_priv
*priv
, GLuint program_id
,
568 const struct wined3d_shader_reg_maps
*reg_maps
)
570 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
571 struct wined3d_string_buffer
*name
;
572 unsigned int i
, base
, count
;
575 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
578 name
= string_buffer_get(&priv
->string_buffers
);
579 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
580 for (i
= 0; i
< count
; ++i
)
582 if (!reg_maps
->cb_sizes
[i
])
585 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
586 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
587 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
589 checkGLcall("glUniformBlockBinding");
590 string_buffer_release(&priv
->string_buffers
, name
);
593 /* Context activation is done by the caller. */
594 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
595 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
596 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
598 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
599 unsigned int i
, mapped_unit
;
602 for (i
= 0; i
< count
; ++i
)
604 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
605 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
609 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
610 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
612 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
616 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
617 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
619 checkGLcall("Load sampler bindings");
620 string_buffer_release(&priv
->string_buffers
, sampler_name
);
623 /* Context activation is done by the caller. */
624 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
625 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
627 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
628 const char *prefix
= shader_glsl_get_prefix(version
->type
);
629 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
630 const DWORD
*tex_unit_map
;
631 unsigned int base
, count
;
633 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, version
->type
, &base
, &count
);
634 tex_unit_map
= version
->major
>= 4 ? NULL
: context
->tex_unit_map
;
635 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
638 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
639 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
641 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
645 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
646 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
649 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
650 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
651 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
652 checkGLcall("Load immediate constant buffer");
654 string_buffer_release(&priv
->string_buffers
, icb_name
);
658 /* Context activation is done by the caller. */
659 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
660 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
662 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
663 struct wined3d_string_buffer
*name
;
667 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
670 name
= string_buffer_get(&priv
->string_buffers
);
671 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
673 if (!reg_maps
->uav_resource_info
[i
].type
)
676 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
677 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
681 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
682 GL_EXTCALL(glUniform1i(location
, i
));
684 checkGLcall("Load image bindings");
685 string_buffer_release(&priv
->string_buffers
, name
);
688 /* Context activation is done by the caller. */
689 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
690 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
692 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
694 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
695 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
696 /* Texture unit mapping is set up to be the same each time the shader
697 * program is used so we can hardcode the sampler uniform values. */
698 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
701 /* Context activation is done by the caller. */
702 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
703 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
705 unsigned int start
= ~0U, end
= 0;
707 unsigned int heap_idx
= 1;
710 if (heap
->entries
[heap_idx
].version
<= version
) return;
712 idx
= heap
->entries
[heap_idx
].idx
;
713 if (constant_locations
[idx
] != -1)
715 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
717 while (stack_idx
>= 0)
719 /* Note that we fall through to the next case statement. */
720 switch(stack
[stack_idx
])
722 case HEAP_NODE_TRAVERSE_LEFT
:
724 unsigned int left_idx
= heap_idx
<< 1;
725 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
728 idx
= heap
->entries
[heap_idx
].idx
;
729 if (constant_locations
[idx
] != -1)
737 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
738 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
743 case HEAP_NODE_TRAVERSE_RIGHT
:
745 unsigned int right_idx
= (heap_idx
<< 1) + 1;
746 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
748 heap_idx
= right_idx
;
749 idx
= heap
->entries
[heap_idx
].idx
;
750 if (constant_locations
[idx
] != -1)
758 stack
[stack_idx
++] = HEAP_NODE_POP
;
759 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
771 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
772 checkGLcall("walk_constant_heap()");
775 /* Context activation is done by the caller. */
776 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
777 GLint location
, const struct wined3d_vec4
*data
)
779 GLfloat clamped_constant
[4];
781 if (location
== -1) return;
783 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
784 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
785 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
786 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
788 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
791 /* Context activation is done by the caller. */
792 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
793 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
794 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
797 unsigned int heap_idx
= 1;
800 if (heap
->entries
[heap_idx
].version
<= version
) return;
802 idx
= heap
->entries
[heap_idx
].idx
;
803 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
804 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
806 while (stack_idx
>= 0)
808 /* Note that we fall through to the next case statement. */
809 switch(stack
[stack_idx
])
811 case HEAP_NODE_TRAVERSE_LEFT
:
813 unsigned int left_idx
= heap_idx
<< 1;
814 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
817 idx
= heap
->entries
[heap_idx
].idx
;
818 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
820 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
821 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
826 case HEAP_NODE_TRAVERSE_RIGHT
:
828 unsigned int right_idx
= (heap_idx
<< 1) + 1;
829 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
831 heap_idx
= right_idx
;
832 idx
= heap
->entries
[heap_idx
].idx
;
833 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
835 stack
[stack_idx
++] = HEAP_NODE_POP
;
836 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
847 checkGLcall("walk_constant_heap_clamped()");
850 /* Context activation is done by the caller. */
851 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
852 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
853 unsigned char *stack
, unsigned int version
)
855 const struct wined3d_shader_lconst
*lconst
;
857 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
858 if (shader
->reg_maps
.shader_version
.major
== 1
859 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
860 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
862 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
864 if (!shader
->load_local_constsF
)
866 TRACE("No need to load local float constants for this shader.\n");
870 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
871 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
873 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
875 checkGLcall("glUniform4fv()");
878 /* Context activation is done by the caller. */
879 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
880 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
885 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
887 if (!(constants_set
& 1)) continue;
889 /* We found this uniform name in the program - go ahead and send the data */
890 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
893 /* Load immediate constants */
894 ptr
= list_head(&shader
->constantsI
);
897 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
898 unsigned int idx
= lconst
->idx
;
899 const GLint
*values
= (const GLint
*)lconst
->value
;
901 /* We found this uniform name in the program - go ahead and send the data */
902 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
903 ptr
= list_next(&shader
->constantsI
, ptr
);
905 checkGLcall("glUniform4iv()");
908 /* Context activation is done by the caller. */
909 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
910 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
915 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
917 if (!(constants_set
& 1)) continue;
919 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
922 /* Load immediate constants */
923 ptr
= list_head(&shader
->constantsB
);
926 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
927 unsigned int idx
= lconst
->idx
;
928 const GLint
*values
= (const GLint
*)lconst
->value
;
930 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
931 ptr
= list_next(&shader
->constantsB
, ptr
);
933 checkGLcall("glUniform1iv()");
936 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
938 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
941 /* Context activation is done by the caller (state handler). */
942 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
943 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
949 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
950 UINT fixup
= ps
->np2_fixup_info
->active
;
953 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
955 const struct wined3d_texture
*tex
= state
->textures
[i
];
956 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
960 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
964 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
965 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
968 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
971 /* Taken and adapted from Mesa. */
972 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
974 float pos
, neg
, t
, det
;
975 struct wined3d_matrix temp
;
977 /* Calculate the determinant of upper left 3x3 submatrix and
978 * determine if the matrix is singular. */
980 t
= in
->_11
* in
->_22
* in
->_33
;
986 t
= in
->_21
* in
->_32
* in
->_13
;
991 t
= in
->_31
* in
->_12
* in
->_23
;
997 t
= -in
->_31
* in
->_22
* in
->_13
;
1002 t
= -in
->_21
* in
->_12
* in
->_33
;
1008 t
= -in
->_11
* in
->_32
* in
->_23
;
1016 if (fabsf(det
) < 1e-25f
)
1020 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1021 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1022 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1023 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1024 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1025 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1026 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1027 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1028 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1034 static void swap_rows(float **a
, float **b
)
1042 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
1045 float m0
, m1
, m2
, m3
, s
;
1046 float *r0
, *r1
, *r2
, *r3
;
1058 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1065 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1072 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1079 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1081 /* Choose pivot - or die. */
1082 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1083 swap_rows(&r3
, &r2
);
1084 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1085 swap_rows(&r2
, &r1
);
1086 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1087 swap_rows(&r1
, &r0
);
1091 /* Eliminate first variable. */
1092 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1093 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1094 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1095 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1125 /* Choose pivot - or die. */
1126 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1127 swap_rows(&r3
, &r2
);
1128 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1129 swap_rows(&r2
, &r1
);
1133 /* Eliminate second variable. */
1134 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1135 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1136 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1162 /* Choose pivot - or die. */
1163 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1164 swap_rows(&r3
, &r2
);
1168 /* Eliminate third variable. */
1170 r3
[3] -= m3
* r2
[3];
1171 r3
[4] -= m3
* r2
[4];
1172 r3
[5] -= m3
* r2
[5];
1173 r3
[6] -= m3
* r2
[6];
1174 r3
[7] -= m3
* r2
[7];
1180 /* Back substitute row 3. */
1187 /* Back substitute row 2. */
1190 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1191 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1192 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1193 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1195 r1
[4] -= r3
[4] * m1
;
1196 r1
[5] -= r3
[5] * m1
;
1197 r1
[6] -= r3
[6] * m1
;
1198 r1
[7] -= r3
[7] * m1
;
1200 r0
[4] -= r3
[4] * m0
;
1201 r0
[5] -= r3
[5] * m0
;
1202 r0
[6] -= r3
[6] * m0
;
1203 r0
[7] -= r3
[7] * m0
;
1205 /* Back substitute row 1. */
1208 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1209 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1210 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1211 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1213 r0
[4] -= r2
[4] * m0
;
1214 r0
[5] -= r2
[5] * m0
;
1215 r0
[6] -= r2
[6] * m0
;
1216 r0
[7] -= r2
[7] * m0
;
1218 /* Back substitute row 0. */
1221 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1222 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1223 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1224 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1246 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1247 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1249 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1251 struct wined3d_matrix mv
;
1254 if (prog
->vs
.normal_matrix_location
== -1)
1257 get_modelview_matrix(context
, state
, 0, &mv
);
1258 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1259 invert_matrix_3d(&mv
, &mv
);
1261 invert_matrix(&mv
, &mv
);
1262 /* Tests show that singular modelview matrices are used unchanged as normal
1263 * matrices on D3D3 and older. There seems to be no clearly consistent
1264 * behavior on newer D3D versions so always follow older ddraw behavior. */
1265 for (i
= 0; i
< 3; ++i
)
1266 for (j
= 0; j
< 3; ++j
)
1267 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1269 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1270 checkGLcall("glUniformMatrix3fv");
1273 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1274 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1276 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1277 struct wined3d_matrix mat
;
1279 if (tex
>= MAX_TEXTURES
)
1281 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1284 get_texture_matrix(context
, state
, tex
, &mat
);
1285 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1286 checkGLcall("glUniformMatrix4fv");
1289 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1290 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1292 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1294 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1296 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1297 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1301 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1303 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1305 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1306 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1307 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1308 checkGLcall("setting FFP material uniforms");
1311 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1312 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1314 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1315 struct wined3d_color color
;
1317 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1318 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1319 checkGLcall("glUniform3fv");
1322 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1323 const struct wined3d_matrix
*src2
)
1325 struct wined3d_vec4 temp
;
1327 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1328 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1329 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1330 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1335 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1336 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1337 struct glsl_shader_prog_link
*prog
)
1339 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1340 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1341 struct wined3d_vec4 vec4
;
1343 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1344 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1345 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1347 switch (light_info
->OriginalParms
.type
)
1349 case WINED3D_LIGHT_POINT
:
1350 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1351 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1352 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1353 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1354 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1355 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1358 case WINED3D_LIGHT_SPOT
:
1359 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1360 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1362 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1363 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1365 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1366 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1367 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1368 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1369 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1370 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1371 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1374 case WINED3D_LIGHT_DIRECTIONAL
:
1375 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1376 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1379 case WINED3D_LIGHT_PARALLELPOINT
:
1380 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1381 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1385 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1387 checkGLcall("setting FFP lights uniforms");
1390 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1391 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1393 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1397 get_pointsize_minmax(context
, state
, &min
, &max
);
1399 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1400 checkGLcall("glUniform1f");
1401 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1402 checkGLcall("glUniform1f");
1404 get_pointsize(context
, state
, &size
, att
);
1406 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1407 checkGLcall("glUniform1f");
1408 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1409 checkGLcall("glUniform1f");
1410 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1411 checkGLcall("glUniform1f");
1412 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1413 checkGLcall("glUniform1f");
1416 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1417 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1419 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1420 struct wined3d_color color
;
1421 float start
, end
, scale
;
1428 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1429 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1430 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1431 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1432 get_fog_start_end(context
, state
, &start
, &end
);
1433 scale
= 1.0f
/ (end
- start
);
1434 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1435 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1436 checkGLcall("fog emulation uniforms");
1439 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1440 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1442 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1443 struct wined3d_vec4 plane
;
1445 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1447 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1449 plane
= state
->clip_planes
[index
];
1451 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1454 /* Context activation is done by the caller (state handler). */
1455 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1456 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1458 struct wined3d_color float_key
[2];
1459 const struct wined3d_texture
*texture
= state
->textures
[0];
1461 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1462 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1465 /* Context activation is done by the caller (state handler). */
1466 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1467 const struct wined3d_state
*state
)
1469 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1470 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1471 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1472 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1473 struct shader_glsl_priv
*priv
= shader_priv
;
1474 float position_fixup
[4];
1477 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1478 UINT constant_version
;
1482 /* No GLSL program set - nothing to do. */
1485 constant_version
= prog
->constant_version
;
1486 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1488 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1489 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1490 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1492 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1493 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1494 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1496 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1497 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1498 vshader
->reg_maps
.boolean_constants
);
1500 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1502 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1503 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1506 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1507 shader_glsl_pointsize_uniform(context
, state
, prog
);
1509 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1511 shader_get_position_fixup(context
, state
, position_fixup
);
1512 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1513 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1515 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1516 checkGLcall("glUniform4fv");
1519 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1521 struct wined3d_matrix mat
;
1523 get_modelview_matrix(context
, state
, 0, &mat
);
1524 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1525 checkGLcall("glUniformMatrix4fv");
1527 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1530 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1532 struct wined3d_matrix mat
;
1534 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1536 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1539 get_modelview_matrix(context
, state
, i
, &mat
);
1540 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1541 checkGLcall("glUniformMatrix4fv");
1545 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1547 struct wined3d_matrix projection
;
1549 get_projection_matrix(context
, state
, &projection
);
1550 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1551 checkGLcall("glUniformMatrix4fv");
1554 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1556 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1557 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1560 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1561 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1563 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1565 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1566 DWORD point_count
= 0;
1567 DWORD spot_count
= 0;
1568 DWORD directional_count
= 0;
1569 DWORD parallel_point_count
= 0;
1571 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1573 if (!state
->lights
[i
])
1576 switch (state
->lights
[i
]->OriginalParms
.type
)
1578 case WINED3D_LIGHT_POINT
:
1581 case WINED3D_LIGHT_SPOT
:
1584 case WINED3D_LIGHT_DIRECTIONAL
:
1585 ++directional_count
;
1587 case WINED3D_LIGHT_PARALLELPOINT
:
1588 ++parallel_point_count
;
1591 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1596 spot_idx
= point_idx
+ point_count
;
1597 directional_idx
= spot_idx
+ spot_count
;
1598 parallel_point_idx
= directional_idx
+ directional_count
;
1600 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1601 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1603 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1609 switch (light_info
->OriginalParms
.type
)
1611 case WINED3D_LIGHT_POINT
:
1614 case WINED3D_LIGHT_SPOT
:
1617 case WINED3D_LIGHT_DIRECTIONAL
:
1618 idx
= directional_idx
++;
1620 case WINED3D_LIGHT_PARALLELPOINT
:
1621 idx
= parallel_point_idx
++;
1624 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1627 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1631 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1632 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1633 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1635 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1636 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1637 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1639 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1640 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1641 pshader
->reg_maps
.boolean_constants
);
1643 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1645 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1647 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1650 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1651 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1653 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1655 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1656 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1657 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1658 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1662 checkGLcall("bump env uniforms");
1665 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1667 const struct wined3d_vec4 correction_params
=
1669 /* Position is relative to the framebuffer, not the viewport. */
1670 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1671 context
->render_offscreen
? 1.0f
: -1.0f
,
1676 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1679 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1680 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1681 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1682 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1684 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1686 struct wined3d_color color
;
1688 if (prog
->ps
.tex_factor_location
!= -1)
1690 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1691 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1694 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1695 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1697 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1699 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1701 if (prog
->ps
.tss_constant_location
[i
] == -1)
1704 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1705 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1708 checkGLcall("fixed function uniforms");
1711 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1712 shader_glsl_load_fog_uniform(context
, state
, prog
);
1714 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1716 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1718 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1719 checkGLcall("alpha test emulation uniform");
1722 if (priv
->next_constant_version
== UINT_MAX
)
1724 TRACE("Max constant version reached, resetting to 0.\n");
1725 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1726 priv
->next_constant_version
= 1;
1730 prog
->constant_version
= priv
->next_constant_version
++;
1734 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1736 struct constant_entry
*entries
= heap
->entries
;
1737 unsigned int *positions
= heap
->positions
;
1738 unsigned int heap_idx
, parent_idx
;
1740 if (!heap
->contained
[idx
])
1742 heap_idx
= heap
->size
++;
1743 heap
->contained
[idx
] = TRUE
;
1747 heap_idx
= positions
[idx
];
1750 while (heap_idx
> 1)
1752 parent_idx
= heap_idx
>> 1;
1754 if (new_version
<= entries
[parent_idx
].version
) break;
1756 entries
[heap_idx
] = entries
[parent_idx
];
1757 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1758 heap_idx
= parent_idx
;
1761 entries
[heap_idx
].version
= new_version
;
1762 entries
[heap_idx
].idx
= idx
;
1763 positions
[idx
] = heap_idx
;
1766 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1768 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1769 struct constant_heap
*heap
= &priv
->vconst_heap
;
1772 for (i
= start
; i
< count
+ start
; ++i
)
1774 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1778 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1780 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1781 struct constant_heap
*heap
= &priv
->pconst_heap
;
1784 for (i
= start
; i
< count
+ start
; ++i
)
1786 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1790 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1792 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1793 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1794 if(shader_major
> 3) return ret
;
1796 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1797 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1801 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1803 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1806 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1808 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1811 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1813 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1816 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1817 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1822 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1823 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1826 va_start(args
, format
);
1827 ret
= shader_vaddline(buffer
, format
, args
);
1831 if (!string_buffer_resize(buffer
, ret
))
1836 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1837 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1842 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1843 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1846 va_start(args
, format
);
1847 ret
= shader_vaddline(buffer
, format
, args
);
1851 if (!string_buffer_resize(buffer
, ret
))
1856 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1858 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1861 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1863 switch (primitive_type
)
1865 case WINED3D_PT_POINTLIST
:
1868 case WINED3D_PT_LINELIST
:
1871 case WINED3D_PT_LINESTRIP
:
1872 return "line_strip";
1874 case WINED3D_PT_TRIANGLELIST
:
1877 case WINED3D_PT_TRIANGLESTRIP
:
1878 return "triangle_strip";
1880 case WINED3D_PT_LINELIST_ADJ
:
1881 return "lines_adjacency";
1883 case WINED3D_PT_TRIANGLELIST_ADJ
:
1884 return "triangles_adjacency";
1887 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1892 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1894 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1895 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1896 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
1899 if (reg_maps
->shader_version
.major
< 3)
1900 return input_reg_used
& (1u << idx
);
1902 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1904 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1906 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1909 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1910 && input
->semantic_idx
== idx
)
1911 return input_reg_used
& (1u << input
->register_idx
);
1916 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1917 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1919 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1921 if (version
->major
>= 4)
1922 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1924 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1927 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1928 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1931 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1932 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1933 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1934 index
, scalar_type
, scalar_type
, index
);
1937 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1938 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1940 unsigned int index
= e
->register_idx
;
1942 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1944 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1948 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1950 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1954 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1955 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1957 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1958 shader_addline(buffer
, "layout(location = %u) ", index
);
1960 switch (e
->component_type
)
1962 case WINED3D_TYPE_UINT
:
1963 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1965 case WINED3D_TYPE_INT
:
1966 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1970 FIXME("Unhandled type %#x.\n", e
->component_type
);
1972 case WINED3D_TYPE_UNKNOWN
:
1973 case WINED3D_TYPE_FLOAT
:
1974 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1979 /** Generate the variable & register declarations for the GLSL output target */
1980 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1981 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1982 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1984 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1985 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1986 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1987 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1988 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1989 unsigned int uniform_block_base
, uniform_block_count
;
1990 unsigned int i
, extra_constants_needed
= 0;
1991 const struct wined3d_shader_lconst
*lconst
;
1995 prefix
= shader_glsl_get_prefix(version
->type
);
1997 /* Prototype the subroutines */
1998 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2000 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2003 /* Declare the constants (aka uniforms) */
2004 if (shader
->limits
->constant_float
> 0)
2006 unsigned max_constantsF
;
2008 /* Unless the shader uses indirect addressing, always declare the
2009 * maximum array size and ignore that we need some uniforms privately.
2010 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2011 * and immediate values, still declare VC[256]. If the shader needs
2012 * more uniforms than we have it won't work in any case. If it uses
2013 * less, the compiler will figure out which uniforms are really used
2014 * and strip them out. This allows a shader to use c255 on a dx9 card,
2015 * as long as it doesn't also use all the other constants.
2017 * If the shader uses indirect addressing the compiler must assume
2018 * that all declared uniforms are used. In this case, declare only the
2019 * amount that we're assured to have.
2021 * Thus we run into problems in these two cases:
2022 * 1) The shader really uses more uniforms than supported.
2023 * 2) The shader uses indirect addressing, less constants than
2024 * supported, but uses a constant index > #supported consts. */
2025 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2027 /* No indirect addressing here. */
2028 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2032 if (reg_maps
->usesrelconstF
)
2034 /* Subtract the other potential uniforms from the max
2035 * available (bools, ints, and 1 row of projection matrix).
2036 * Subtract another uniform for immediate values, which have
2037 * to be loaded via uniform by the driver as well. The shader
2038 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2039 * shader code, so one vec4 should be enough. (Unfortunately
2040 * the Nvidia driver doesn't store 128 and -128 in one float).
2042 * Writing gl_ClipVertex requires one uniform for each
2043 * clipplane as well. */
2044 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2045 if (vs_args
->clip_enabled
)
2046 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2047 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2048 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2049 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2050 * for now take this into account when calculating the number of available constants
2052 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2053 /* Set by driver quirks in directx.c */
2054 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2056 if (max_constantsF
< shader
->limits
->constant_float
)
2058 static unsigned int once
;
2061 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2062 " it may not render correctly.\n");
2064 WARN("The hardware does not support enough uniform components to run this shader.\n");
2069 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2072 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2073 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2076 /* Always declare the full set of constants, the compiler can remove the
2077 * unused ones because d3d doesn't (yet) support indirect int and bool
2078 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2079 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2080 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2082 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2083 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2085 /* Declare immediate constant buffer */
2087 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2089 /* Declare constant buffers */
2090 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2091 &uniform_block_base
, &uniform_block_count
);
2092 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2094 if (reg_maps
->cb_sizes
[i
])
2096 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2097 shader_addline(buffer
, "layout(binding = %u)\n", uniform_block_base
+ i
);
2098 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2099 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2103 /* Declare texture samplers */
2104 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2106 struct wined3d_shader_sampler_map_entry
*entry
;
2107 const char *sampler_type_prefix
, *sampler_type
;
2108 BOOL shadow_sampler
, tex_rect
;
2110 entry
= ®_maps
->sampler_map
.entries
[i
];
2112 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2114 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2118 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2120 case WINED3D_DATA_FLOAT
:
2121 case WINED3D_DATA_UNORM
:
2122 case WINED3D_DATA_SNORM
:
2123 sampler_type_prefix
= "";
2126 case WINED3D_DATA_INT
:
2127 sampler_type_prefix
= "i";
2130 case WINED3D_DATA_UINT
:
2131 sampler_type_prefix
= "u";
2135 sampler_type_prefix
= "";
2136 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2140 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2141 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2143 case WINED3D_SHADER_RESOURCE_BUFFER
:
2144 sampler_type
= "samplerBuffer";
2147 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2149 sampler_type
= "sampler1DShadow";
2151 sampler_type
= "sampler1D";
2154 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2155 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2156 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2157 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2161 sampler_type
= "sampler2DRectShadow";
2163 sampler_type
= "sampler2DShadow";
2168 sampler_type
= "sampler2DRect";
2170 sampler_type
= "sampler2D";
2174 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2176 FIXME("Unsupported 3D shadow sampler.\n");
2177 sampler_type
= "sampler3D";
2180 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2182 FIXME("Unsupported Cube shadow sampler.\n");
2183 sampler_type
= "samplerCube";
2186 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2188 sampler_type
= "sampler2DArrayShadow";
2190 sampler_type
= "sampler2DArray";
2193 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2195 FIXME("Unsupported Cube array shadow sampler.\n");
2196 sampler_type
= "samplerCubeArray";
2200 sampler_type
= "unsupported_sampler";
2201 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2204 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2205 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2208 /* Declare images */
2209 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2211 const char *image_type_prefix
, *image_type
, *read_format
;
2213 if (!reg_maps
->uav_resource_info
[i
].type
)
2216 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2218 case WINED3D_DATA_FLOAT
:
2219 case WINED3D_DATA_UNORM
:
2220 case WINED3D_DATA_SNORM
:
2221 image_type_prefix
= "";
2222 read_format
= "r32f";
2225 case WINED3D_DATA_INT
:
2226 image_type_prefix
= "i";
2227 read_format
= "r32i";
2230 case WINED3D_DATA_UINT
:
2231 image_type_prefix
= "u";
2232 read_format
= "r32ui";
2236 image_type_prefix
= "";
2238 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2242 switch (reg_maps
->uav_resource_info
[i
].type
)
2244 case WINED3D_SHADER_RESOURCE_BUFFER
:
2245 image_type
= "imageBuffer";
2248 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2249 image_type
= "image2D";
2252 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2253 image_type
= "image3D";
2256 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2257 image_type
= "image2DArray";
2261 image_type
= "unsupported_image";
2262 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2266 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2267 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2268 if (reg_maps
->uav_read_mask
& (1u << i
))
2269 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2270 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2272 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2273 image_type_prefix
, image_type
, prefix
, i
);
2275 if (reg_maps
->uav_counter_mask
& (1u << i
))
2276 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2280 /* Declare uniforms for NP2 texcoord fixup:
2281 * This is NOT done inside the loop that declares the texture samplers
2282 * since the NP2 fixup code is currently only used for the GeforceFX
2283 * series and when forcing the ARB_npot extension off. Modern cards just
2284 * skip the code anyway, so put it inside a separate loop. */
2285 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2287 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2290 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2291 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2292 * samplerNP2Fixup stores texture dimensions and is updated through
2293 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2295 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2297 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2300 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2302 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2306 fixup
->idx
[i
] = cur
++;
2309 fixup
->num_consts
= (cur
+ 1) >> 1;
2310 fixup
->active
= ps_args
->np2_fixup
;
2311 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2314 /* Declare address variables */
2315 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2317 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2320 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2322 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2323 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2325 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2327 shader_addline(buffer
, "uniform struct\n{\n");
2328 shader_addline(buffer
, " float size;\n");
2329 shader_addline(buffer
, " float size_min;\n");
2330 shader_addline(buffer
, " float size_max;\n");
2331 shader_addline(buffer
, "} ffp_point;\n");
2334 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2336 if (vs_args
->clip_enabled
)
2337 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2339 if (version
->major
< 3)
2341 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2342 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2343 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2344 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2348 if (version
->major
< 4)
2349 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2351 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2353 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2355 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2359 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2360 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2361 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2362 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2365 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2367 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2369 shader_addline(buffer
, "uniform struct\n{\n");
2370 shader_addline(buffer
, " vec4 color;\n");
2371 shader_addline(buffer
, " float density;\n");
2372 shader_addline(buffer
, " float end;\n");
2373 shader_addline(buffer
, " float scale;\n");
2374 shader_addline(buffer
, "} ffp_fog;\n");
2376 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2378 if (glsl_is_color_reg_read(shader
, 0))
2379 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2380 if (glsl_is_color_reg_read(shader
, 1))
2381 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2382 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2383 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2387 if (glsl_is_color_reg_read(shader
, 0))
2388 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2389 if (glsl_is_color_reg_read(shader
, 1))
2390 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2391 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2392 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2393 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2397 if (version
->major
>= 3)
2399 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2401 if (ps_args
->vp_mode
== vertexshader
)
2402 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2403 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2406 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2411 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2413 if (reg_maps
->luminanceparams
& (1u << i
))
2415 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2416 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2417 extra_constants_needed
++;
2420 extra_constants_needed
++;
2423 if (ps_args
->srgb_correction
)
2425 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2426 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2427 shader_addline(buffer
, ";\n");
2428 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2429 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2430 shader_addline(buffer
, ";\n");
2432 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2434 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2436 ++extra_constants_needed
;
2437 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2441 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2443 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2444 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2445 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2446 else if (!ps_args
->render_offscreen
)
2447 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2449 shader_addline(buffer
, "vec4 vpos;\n");
2453 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2454 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2456 if (!needs_legacy_glsl_syntax(gl_info
))
2457 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2459 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2460 FIXME("Insufficient uniforms to run this shader.\n");
2463 /* Declare output register temporaries */
2464 if (shader
->limits
->packed_output
)
2465 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2467 /* Declare temporary variables */
2468 if (reg_maps
->temporary_count
)
2470 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2471 shader_addline(buffer
, "vec4 R%u;\n", i
);
2475 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2478 shader_addline(buffer
, "vec4 R%u;\n", i
);
2482 /* Declare indexable temporary variables */
2483 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2485 if (idx_temp_reg
->component_count
!= 4)
2486 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2487 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2490 /* Declare loop registers aLx */
2491 if (version
->major
< 4)
2493 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2495 shader_addline(buffer
, "int aL%u;\n", i
);
2496 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2500 /* Temporary variables for matrix operations */
2501 shader_addline(buffer
, "vec4 tmp0;\n");
2502 shader_addline(buffer
, "vec4 tmp1;\n");
2504 if (!shader
->load_local_constsF
)
2506 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2508 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2509 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2510 shader_addline(buffer
, ";\n");
2515 /*****************************************************************************
2516 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2518 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2519 ****************************************************************************/
2522 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2523 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2525 /** Used for opcode modifiers - They multiply the result by the specified amount */
2526 static const char * const shift_glsl_tab
[] = {
2528 "2.0 * ", /* 1 (x2) */
2529 "4.0 * ", /* 2 (x4) */
2530 "8.0 * ", /* 3 (x8) */
2531 "16.0 * ", /* 4 (x16) */
2532 "32.0 * ", /* 5 (x32) */
2539 "0.0625 * ", /* 12 (d16) */
2540 "0.125 * ", /* 13 (d8) */
2541 "0.25 * ", /* 14 (d4) */
2542 "0.5 * " /* 15 (d2) */
2545 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2546 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2547 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2549 switch (src_modifier
)
2551 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2552 case WINED3DSPSM_DW
:
2553 case WINED3DSPSM_NONE
:
2554 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2556 case WINED3DSPSM_NEG
:
2557 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2559 case WINED3DSPSM_NOT
:
2560 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2562 case WINED3DSPSM_BIAS
:
2563 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2565 case WINED3DSPSM_BIASNEG
:
2566 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2568 case WINED3DSPSM_SIGN
:
2569 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2571 case WINED3DSPSM_SIGNNEG
:
2572 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2574 case WINED3DSPSM_COMP
:
2575 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2577 case WINED3DSPSM_X2
:
2578 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2580 case WINED3DSPSM_X2NEG
:
2581 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2583 case WINED3DSPSM_ABS
:
2584 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2586 case WINED3DSPSM_ABSNEG
:
2587 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2590 FIXME("Unhandled modifier %u\n", src_modifier
);
2591 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2595 /** Writes the GLSL variable name that corresponds to the register that the
2596 * DX opcode parameter is trying to access */
2597 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2598 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2600 /* oPos, oFog and oPts in D3D */
2601 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2603 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2604 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2605 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2606 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2607 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2608 struct glsl_src_param rel_param0
, rel_param1
;
2609 char imm_str
[4][17];
2611 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2612 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2613 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2614 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2619 case WINED3DSPR_TEMP
:
2620 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2623 case WINED3DSPR_INPUT
:
2624 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2626 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2628 if (reg
->idx
[0].rel_addr
)
2629 FIXME("VS3+ input registers relative addressing.\n");
2630 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2632 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2636 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2638 if (reg
->idx
[0].rel_addr
)
2640 if (reg
->idx
[1].rel_addr
)
2641 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2642 rel_param0
.param_str
, reg
->idx
[0].offset
,
2643 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2644 rel_param1
.param_str
, reg
->idx
[1].offset
);
2646 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2647 rel_param0
.param_str
, reg
->idx
[0].offset
,
2648 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2649 reg
->idx
[1].offset
);
2651 else if (reg
->idx
[1].rel_addr
)
2652 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2653 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2654 rel_param1
.param_str
, reg
->idx
[1].offset
);
2656 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2657 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2658 reg
->idx
[1].offset
);
2662 /* pixel shaders >= 3.0 */
2663 if (version
->major
>= 3)
2665 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2666 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2668 if (reg
->idx
[0].rel_addr
)
2670 /* Removing a + 0 would be an obvious optimization, but
2671 * OS X doesn't see the NOP operation there. */
2674 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2675 && shader
->u
.ps
.declared_in_count
> in_count
)
2677 sprintf(register_name
,
2678 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2679 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2680 prefix
, rel_param0
.param_str
, idx
);
2684 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2689 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2690 && shader
->u
.ps
.declared_in_count
> in_count
)
2692 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2693 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2694 prefix
, rel_param0
.param_str
);
2698 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2704 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2705 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2706 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2711 if (!reg
->idx
[0].offset
)
2712 strcpy(register_name
, "ffp_varying_diffuse");
2714 strcpy(register_name
, "ffp_varying_specular");
2719 case WINED3DSPR_CONST
:
2721 /* Relative addressing */
2722 if (reg
->idx
[0].rel_addr
)
2724 if (wined3d_settings
.check_float_constants
)
2725 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2726 rel_param0
.param_str
, reg
->idx
[0].offset
,
2727 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2728 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2729 else if (reg
->idx
[0].offset
)
2730 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2732 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2736 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2737 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2739 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2744 case WINED3DSPR_CONSTINT
:
2745 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2748 case WINED3DSPR_CONSTBOOL
:
2749 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2752 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2753 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2754 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2756 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2759 case WINED3DSPR_LOOP
:
2760 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2763 case WINED3DSPR_SAMPLER
:
2764 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2767 case WINED3DSPR_COLOROUT
:
2768 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2769 WARN("Write to render target %u, only %d supported.\n",
2770 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2772 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2775 case WINED3DSPR_RASTOUT
:
2776 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2779 case WINED3DSPR_DEPTHOUT
:
2780 sprintf(register_name
, "gl_FragDepth");
2783 case WINED3DSPR_ATTROUT
:
2784 if (!reg
->idx
[0].offset
)
2785 sprintf(register_name
, "%s_out[8]", prefix
);
2787 sprintf(register_name
, "%s_out[9]", prefix
);
2790 case WINED3DSPR_TEXCRDOUT
:
2791 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2792 if (reg
->idx
[0].rel_addr
)
2793 FIXME("VS3 output registers relative addressing.\n");
2794 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2797 case WINED3DSPR_MISCTYPE
:
2798 if (!reg
->idx
[0].offset
)
2801 sprintf(register_name
, "vpos");
2803 else if (reg
->idx
[0].offset
== 1)
2805 /* Note that gl_FrontFacing is a bool, while vFace is
2806 * a float for which the sign determines front/back */
2807 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2811 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2812 sprintf(register_name
, "unrecognized_register");
2816 case WINED3DSPR_IMMCONST
:
2817 switch (reg
->immconst_type
)
2819 case WINED3D_IMMCONST_SCALAR
:
2820 switch (reg
->data_type
)
2822 case WINED3D_DATA_FLOAT
:
2823 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2824 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2826 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2828 case WINED3D_DATA_INT
:
2829 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2831 case WINED3D_DATA_RESOURCE
:
2832 case WINED3D_DATA_SAMPLER
:
2833 case WINED3D_DATA_UINT
:
2834 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2837 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2842 case WINED3D_IMMCONST_VEC4
:
2843 switch (reg
->data_type
)
2845 case WINED3D_DATA_FLOAT
:
2846 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2848 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2849 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2850 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2854 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2855 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2856 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2857 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2858 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2859 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2862 case WINED3D_DATA_INT
:
2863 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2864 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2865 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2867 case WINED3D_DATA_RESOURCE
:
2868 case WINED3D_DATA_SAMPLER
:
2869 case WINED3D_DATA_UINT
:
2870 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2871 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2872 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2875 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2881 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2882 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2886 case WINED3DSPR_CONSTBUFFER
:
2887 if (reg
->idx
[1].rel_addr
)
2888 sprintf(register_name
, "%s_cb%u[%s + %u]",
2889 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2891 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2894 case WINED3DSPR_IMMCONSTBUFFER
:
2895 if (reg
->idx
[0].rel_addr
)
2896 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2898 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2901 case WINED3DSPR_PRIMID
:
2902 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2905 case WINED3DSPR_IDXTEMP
:
2906 if (reg
->idx
[1].rel_addr
)
2907 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2909 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2912 case WINED3DSPR_LOCALTHREADINDEX
:
2913 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2914 sprintf(register_name
, "int(gl_LocalInvocationIndex)");
2916 sprintf(register_name
, "ivec2(gl_LocalInvocationIndex, 0)");
2919 case WINED3DSPR_THREADID
:
2920 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2923 case WINED3DSPR_THREADGROUPID
:
2924 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
2927 case WINED3DSPR_LOCALTHREADID
:
2928 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
2932 FIXME("Unhandled register type %#x.\n", reg
->type
);
2933 sprintf(register_name
, "unrecognized_register");
2938 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2941 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2942 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2943 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2944 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2948 /* Get the GLSL write mask for the destination register */
2949 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2951 DWORD mask
= param
->write_mask
;
2953 if (shader_is_scalar(¶m
->reg
))
2955 mask
= WINED3DSP_WRITEMASK_0
;
2960 shader_glsl_write_mask_to_str(mask
, write_mask
);
2966 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
2968 unsigned int size
= 0;
2970 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2971 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2972 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2973 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2978 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
2979 unsigned int component_idx
)
2981 /* swizzle bits fields: wwzzyyxx */
2982 return (swizzle
>> (2 * component_idx
)) & 0x3;
2985 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2987 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2988 * but addressed as "rgba". To fix this we need to swap the register's x
2989 * and z components. */
2990 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2994 for (i
= 0; i
< 4; ++i
)
2996 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
2997 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3002 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3003 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3005 if (shader_is_scalar(¶m
->reg
))
3006 *swizzle_str
= '\0';
3008 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3011 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3012 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3014 if (dst_data_type
== src_data_type
)
3016 string_buffer_sprintf(dst_param
, "%s", src_param
);
3020 if (src_data_type
== WINED3D_DATA_FLOAT
)
3022 switch (dst_data_type
)
3024 case WINED3D_DATA_INT
:
3025 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3027 case WINED3D_DATA_RESOURCE
:
3028 case WINED3D_DATA_SAMPLER
:
3029 case WINED3D_DATA_UINT
:
3030 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3037 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3039 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3043 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3045 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3049 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3050 string_buffer_sprintf(dst_param
, "%s", src_param
);
3053 /* From a given parameter token, generate the corresponding GLSL string.
3054 * Also, return the actual register name and swizzle in case the
3055 * caller needs this information as well. */
3056 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3057 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3058 enum wined3d_data_type data_type
)
3060 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3061 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3062 enum wined3d_data_type param_data_type
;
3063 BOOL is_color
= FALSE
;
3064 char swizzle_str
[6];
3066 glsl_src
->reg_name
[0] = '\0';
3067 glsl_src
->param_str
[0] = '\0';
3068 swizzle_str
[0] = '\0';
3070 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
3071 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3073 switch (wined3d_src
->reg
.type
)
3075 case WINED3DSPR_IMMCONST
:
3076 param_data_type
= data_type
;
3078 case WINED3DSPR_PRIMID
:
3079 param_data_type
= WINED3D_DATA_UINT
;
3081 case WINED3DSPR_LOCALTHREADINDEX
:
3082 case WINED3DSPR_THREADID
:
3083 case WINED3DSPR_THREADGROUPID
:
3084 case WINED3DSPR_LOCALTHREADID
:
3085 param_data_type
= WINED3D_DATA_INT
;
3088 param_data_type
= WINED3D_DATA_FLOAT
;
3092 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3093 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3095 string_buffer_release(priv
->string_buffers
, reg_name
);
3098 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3099 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3101 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3104 /* From a given parameter token, generate the corresponding GLSL string.
3105 * Also, return the actual register name and swizzle in case the
3106 * caller needs this information as well. */
3107 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3108 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3110 BOOL is_color
= FALSE
;
3112 glsl_dst
->mask_str
[0] = '\0';
3113 glsl_dst
->reg_name
[0] = '\0';
3115 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
3116 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3119 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3120 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3121 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3122 enum wined3d_data_type data_type
)
3124 struct glsl_dst_param glsl_dst
;
3127 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3131 case WINED3D_DATA_FLOAT
:
3132 shader_addline(buffer
, "%s%s = %s(",
3133 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3135 case WINED3D_DATA_INT
:
3136 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3137 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3139 case WINED3D_DATA_RESOURCE
:
3140 case WINED3D_DATA_SAMPLER
:
3141 case WINED3D_DATA_UINT
:
3142 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3143 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3146 FIXME("Unhandled data type %#x.\n", data_type
);
3147 shader_addline(buffer
, "%s%s = %s(",
3148 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3156 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3157 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3159 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3162 /** Process GLSL instruction modifiers */
3163 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3165 struct glsl_dst_param dst_param
;
3168 if (!ins
->dst_count
) return;
3170 modifiers
= ins
->dst
[0].modifiers
;
3171 if (!modifiers
) return;
3173 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3175 if (modifiers
& WINED3DSPDM_SATURATE
)
3177 /* _SAT means to clamp the value of the register to between 0 and 1 */
3178 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3179 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3182 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3184 FIXME("_centroid modifier not handled\n");
3187 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3189 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3193 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3197 case WINED3D_SHADER_REL_OP_GT
: return ">";
3198 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3199 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3200 case WINED3D_SHADER_REL_OP_LT
: return "<";
3201 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3202 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3204 FIXME("Unrecognized operator %#x.\n", op
);
3209 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3210 const struct wined3d_shader_version
*version
)
3212 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3215 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3216 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3218 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3219 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3220 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3221 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3222 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3223 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3224 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3225 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3226 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3227 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3228 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3229 const char *base
= "texture", *type_part
= "", *suffix
= "";
3230 unsigned int coord_size
, deriv_size
;
3233 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3235 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3237 ERR("Unexpected resource type %#x.\n", resource_type
);
3238 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3240 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3241 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3243 /* Note that there's no such thing as a projected cube texture. */
3244 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3247 if (needs_legacy_glsl_syntax(gl_info
))
3252 type_part
= resource_type_info
[resource_type
].type_part
;
3253 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3254 type_part
= "2DRect";
3255 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3256 FIXME("Unhandled resource type %#x.\n", resource_type
);
3258 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3260 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3263 FIXME("Unsupported grad function.\n");
3267 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3269 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3270 if (flags
& ~texel_fetch_flags
)
3271 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3273 base
= "texelFetch";
3277 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3278 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3279 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3281 coord_size
= resource_type_info
[resource_type
].coord_size
;
3282 deriv_size
= coord_size
;
3287 sample_function
->offset_size
= offset
? deriv_size
: 0;
3288 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3289 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3290 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3293 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3294 struct glsl_sample_function
*sample_function
)
3296 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3298 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3301 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3302 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3304 switch(channel_source
)
3306 case CHANNEL_SOURCE_ZERO
:
3307 strcat(arguments
, "0.0");
3310 case CHANNEL_SOURCE_ONE
:
3311 strcat(arguments
, "1.0");
3314 case CHANNEL_SOURCE_X
:
3315 strcat(arguments
, reg_name
);
3316 strcat(arguments
, ".x");
3319 case CHANNEL_SOURCE_Y
:
3320 strcat(arguments
, reg_name
);
3321 strcat(arguments
, ".y");
3324 case CHANNEL_SOURCE_Z
:
3325 strcat(arguments
, reg_name
);
3326 strcat(arguments
, ".z");
3329 case CHANNEL_SOURCE_W
:
3330 strcat(arguments
, reg_name
);
3331 strcat(arguments
, ".w");
3335 FIXME("Unhandled channel source %#x\n", channel_source
);
3336 strcat(arguments
, "undefined");
3340 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3343 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3344 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3346 unsigned int mask_size
, remaining
;
3347 DWORD fixup_mask
= 0;
3348 char arguments
[256];
3351 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3352 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3353 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3354 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3355 if (!(mask
&= fixup_mask
))
3358 if (is_complex_fixup(fixup
))
3360 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3361 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3365 shader_glsl_write_mask_to_str(mask
, mask_str
);
3366 mask_size
= shader_glsl_get_write_mask_size(mask
);
3368 arguments
[0] = '\0';
3369 remaining
= mask_size
;
3370 if (mask
& WINED3DSP_WRITEMASK_0
)
3372 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3373 if (--remaining
) strcat(arguments
, ", ");
3375 if (mask
& WINED3DSP_WRITEMASK_1
)
3377 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3378 if (--remaining
) strcat(arguments
, ", ");
3380 if (mask
& WINED3DSP_WRITEMASK_2
)
3382 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3383 if (--remaining
) strcat(arguments
, ", ");
3385 if (mask
& WINED3DSP_WRITEMASK_3
)
3387 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3388 if (--remaining
) strcat(arguments
, ", ");
3392 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3394 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3397 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3402 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3403 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3406 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3407 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3408 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3409 const char *coord_reg_fmt
, ...)
3411 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3412 char dst_swizzle
[6];
3413 struct color_fixup_desc fixup
;
3414 BOOL np2_fixup
= FALSE
;
3418 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3420 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3421 * We actually rely on it for vertex shaders and SM4+. */
3422 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3424 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3425 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3427 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3432 fixup
= COLOR_FIXUP_IDENTITY
;
3435 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3437 if (sample_function
->output_single_component
)
3438 shader_addline(ins
->ctx
->buffer
, "vec4(");
3440 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3441 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3445 va_start(args
, coord_reg_fmt
);
3446 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3450 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3456 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3457 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3459 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3462 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3463 idx
>> 1, (idx
% 2) ? "z" : "x");
3466 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3467 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3470 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3471 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3474 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3475 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3480 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3482 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3483 if (sample_function
->offset_size
)
3485 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3486 shader_addline(ins
->ctx
->buffer
, ", ");
3487 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3489 shader_addline(ins
->ctx
->buffer
, ")");
3491 if (sample_function
->output_single_component
)
3492 shader_addline(ins
->ctx
->buffer
, ")");
3494 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3496 if (!is_identity_fixup(fixup
))
3497 shader_glsl_color_correction(ins
, fixup
);
3500 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3502 /* Write the final position.
3504 * OpenGL coordinates specify the center of the pixel while D3D coords
3505 * specify the corner. The offsets are stored in z and w in
3506 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3507 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3509 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3510 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3512 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3515 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3516 * shaders are run before the homogeneous divide, so we have to take the w
3517 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3519 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3522 /*****************************************************************************
3523 * Begin processing individual instruction opcodes
3524 ****************************************************************************/
3526 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3528 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3529 struct glsl_src_param src0_param
;
3530 struct glsl_src_param src1_param
;
3534 /* Determine the GLSL operator to use based on the opcode */
3535 switch (ins
->handler_idx
)
3537 case WINED3DSIH_ADD
: op
= "+"; break;
3538 case WINED3DSIH_AND
: op
= "&"; break;
3539 case WINED3DSIH_DIV
: op
= "/"; break;
3540 case WINED3DSIH_IADD
: op
= "+"; break;
3541 case WINED3DSIH_ISHL
: op
= "<<"; break;
3542 case WINED3DSIH_ISHR
: op
= ">>"; break;
3543 case WINED3DSIH_MUL
: op
= "*"; break;
3544 case WINED3DSIH_OR
: op
= "|"; break;
3545 case WINED3DSIH_SUB
: op
= "-"; break;
3546 case WINED3DSIH_USHR
: op
= ">>"; break;
3547 case WINED3DSIH_XOR
: op
= "^"; break;
3549 op
= "<unhandled operator>";
3550 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3554 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3555 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3556 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3557 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3560 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3562 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3563 struct glsl_src_param src0_param
;
3564 struct glsl_src_param src1_param
;
3565 unsigned int mask_size
;
3569 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3570 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3571 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3572 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3576 switch (ins
->handler_idx
)
3578 case WINED3DSIH_EQ
: op
= "equal"; break;
3579 case WINED3DSIH_IEQ
: op
= "equal"; break;
3580 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3581 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3582 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3583 case WINED3DSIH_LT
: op
= "lessThan"; break;
3584 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3585 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3586 case WINED3DSIH_NE
: op
= "notEqual"; break;
3587 case WINED3DSIH_INE
: op
= "notEqual"; break;
3589 op
= "<unhandled operator>";
3590 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3594 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3595 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3599 switch (ins
->handler_idx
)
3601 case WINED3DSIH_EQ
: op
= "=="; break;
3602 case WINED3DSIH_IEQ
: op
= "=="; break;
3603 case WINED3DSIH_GE
: op
= ">="; break;
3604 case WINED3DSIH_IGE
: op
= ">="; break;
3605 case WINED3DSIH_UGE
: op
= ">="; break;
3606 case WINED3DSIH_LT
: op
= "<"; break;
3607 case WINED3DSIH_ILT
: op
= "<"; break;
3608 case WINED3DSIH_ULT
: op
= "<"; break;
3609 case WINED3DSIH_NE
: op
= "!="; break;
3610 case WINED3DSIH_INE
: op
= "!="; break;
3612 op
= "<unhandled operator>";
3613 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3617 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3618 src0_param
.param_str
, op
, src1_param
.param_str
);
3622 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3624 struct glsl_src_param src_param
;
3628 switch (ins
->handler_idx
)
3630 case WINED3DSIH_INEG
: op
= "-"; break;
3631 case WINED3DSIH_NOT
: op
= "~"; break;
3633 op
= "<unhandled operator>";
3634 ERR("Unhandled opcode %s.\n",
3635 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3639 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3640 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3641 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3644 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3646 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3647 struct glsl_src_param src0_param
;
3648 struct glsl_src_param src1_param
;
3651 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3652 * If not, we can emulate it. */
3653 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3654 FIXME("64-bit integer multiplies not implemented.\n");
3656 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3658 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3659 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3660 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3662 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3663 src0_param
.param_str
, src1_param
.param_str
);
3667 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3669 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3670 struct glsl_src_param src0_param
, src1_param
;
3673 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3675 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3679 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3680 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3681 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3682 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3683 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3685 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3686 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3687 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3688 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3690 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3691 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3695 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3696 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3697 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3698 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3701 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3703 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3704 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3705 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3706 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3710 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3711 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3713 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3714 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3715 struct glsl_src_param src0_param
;
3718 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3719 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3721 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3722 * shader versions WINED3DSIO_MOVA is used for this. */
3723 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3724 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3725 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3727 /* This is a simple floor() */
3728 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3729 if (mask_size
> 1) {
3730 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3732 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3735 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3737 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3738 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3740 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3743 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3745 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3750 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3751 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3753 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3754 src0_param
.param_str
, src0_param
.param_str
);
3759 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3763 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3764 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3766 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3767 struct glsl_src_param src0_param
;
3768 struct glsl_src_param src1_param
;
3769 DWORD dst_write_mask
, src_write_mask
;
3770 unsigned int dst_size
;
3772 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3773 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3775 /* dp4 works on vec4, dp3 on vec3, etc. */
3776 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3777 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3778 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3779 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3781 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3783 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3784 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3787 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3789 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3793 /* Note that this instruction has some restrictions. The destination write mask
3794 * can't contain the w component, and the source swizzles have to be .xyzw */
3795 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3797 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3798 struct glsl_src_param src0_param
;
3799 struct glsl_src_param src1_param
;
3802 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3803 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3804 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3805 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3806 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3809 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3811 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3814 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3816 FIXME("Unhandled primitive stream %u.\n", stream
);
3819 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3820 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3821 * GLSL uses the value as-is. */
3822 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3824 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3825 struct glsl_src_param src0_param
;
3826 struct glsl_src_param src1_param
;
3827 DWORD dst_write_mask
;
3828 unsigned int dst_size
;
3830 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3831 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3833 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3834 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3838 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3839 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3843 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3844 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3848 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3849 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3851 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3852 struct glsl_src_param src_param
;
3853 const char *instruction
;
3857 /* Determine the GLSL function to use based on the opcode */
3858 /* TODO: Possibly make this a table for faster lookups */
3859 switch (ins
->handler_idx
)
3861 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3862 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
3863 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
3864 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3865 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3866 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3867 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3868 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3869 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3870 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
3871 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
3872 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
3873 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3874 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3875 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3876 case WINED3DSIH_MAX
: instruction
= "max"; break;
3877 case WINED3DSIH_MIN
: instruction
= "min"; break;
3878 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3879 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3880 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3881 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3882 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3883 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3884 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3885 default: instruction
= "";
3886 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3890 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3892 /* In D3D bits are numbered from the most significant bit. */
3893 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
3894 shader_addline(buffer
, "31 - ");
3895 shader_addline(buffer
, "%s(", instruction
);
3899 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3900 shader_addline(buffer
, "%s", src_param
.param_str
);
3901 for (i
= 1; i
< ins
->src_count
; ++i
)
3903 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3904 shader_addline(buffer
, ", %s", src_param
.param_str
);
3908 shader_addline(buffer
, "));\n");
3911 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
3913 struct wined3d_shader_dst_param dst
;
3914 struct glsl_src_param src
;
3919 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
3920 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3923 for (i
= 0; i
< 4; ++i
)
3925 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3926 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3927 &dst
, dst
.reg
.data_type
)))
3930 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
3931 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
3935 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
3937 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3938 struct wined3d_shader_dst_param dst
;
3939 struct glsl_src_param src
[4];
3940 const char *instruction
;
3944 switch (ins
->handler_idx
)
3946 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
3947 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
3949 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3954 for (i
= 0; i
< 4; ++i
)
3956 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3957 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3958 &dst
, dst
.reg
.data_type
)))
3961 for (j
= 0; j
< ins
->src_count
; ++j
)
3962 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
3963 shader_addline(buffer
, "%s(", instruction
);
3964 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
3965 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
3966 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
3970 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3972 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3974 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3975 struct glsl_src_param src_param
;
3976 unsigned int mask_size
;
3980 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3981 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3982 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3984 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3985 src_param
.param_str
, src_param
.param_str
);
3986 shader_glsl_append_dst(buffer
, ins
);
3990 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3991 mask_size
, src_param
.param_str
);
3995 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3996 src_param
.param_str
);
4000 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4002 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4003 ins
->ctx
->reg_maps
->shader_version
.minor
);
4004 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4005 struct glsl_src_param src0_param
;
4006 const char *prefix
, *suffix
;
4007 unsigned int dst_size
;
4008 DWORD dst_write_mask
;
4010 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4011 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4013 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4014 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4016 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4018 switch (ins
->handler_idx
)
4020 case WINED3DSIH_EXP
:
4021 case WINED3DSIH_EXPP
:
4026 case WINED3DSIH_LOG
:
4027 case WINED3DSIH_LOGP
:
4028 prefix
= "log2(abs(";
4032 case WINED3DSIH_RCP
:
4037 case WINED3DSIH_RSQ
:
4038 prefix
= "inversesqrt(abs(";
4045 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4049 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4050 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4052 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4055 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4056 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4057 * dst.x = 2^(floor(src))
4058 * dst.y = src - floor(src)
4059 * dst.z = 2^src (partial precision is allowed, but optional)
4061 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4062 * dst = 2^src; (partial precision is allowed, but optional)
4064 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4066 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4068 struct glsl_src_param src_param
;
4071 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4073 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4074 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4075 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4076 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4078 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4079 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4080 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4084 shader_glsl_scalar_op(ins
);
4087 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4088 const char *vector_constructor
, const char *scalar_constructor
)
4090 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4091 struct glsl_src_param src_param
;
4092 unsigned int mask_size
;
4095 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4096 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4097 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4100 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4102 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4105 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4107 shader_glsl_cast(ins
, "ivec", "int");
4110 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4112 shader_glsl_cast(ins
, "uvec", "uint");
4115 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4117 shader_glsl_cast(ins
, "vec", "float");
4120 /** Process signed comparison opcodes in GLSL. */
4121 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4123 struct glsl_src_param src0_param
;
4124 struct glsl_src_param src1_param
;
4126 unsigned int mask_size
;
4128 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4129 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4130 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4131 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4133 if (mask_size
> 1) {
4134 const char *compare
;
4136 switch(ins
->handler_idx
)
4138 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4139 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4140 default: compare
= "";
4141 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4144 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4145 src0_param
.param_str
, src1_param
.param_str
);
4147 switch(ins
->handler_idx
)
4149 case WINED3DSIH_SLT
:
4150 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4151 * to return 0.0 but step returns 1.0 because step is not < x
4152 * An alternative is a bvec compare padded with an unused second component.
4153 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4154 * issue. Playing with not() is not possible either because not() does not accept
4157 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4158 src0_param
.param_str
, src1_param
.param_str
);
4160 case WINED3DSIH_SGE
:
4161 /* Here we can use the step() function and safe a conditional */
4162 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4165 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4171 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4173 const char *condition_prefix
, *condition_suffix
;
4174 struct wined3d_shader_dst_param dst
;
4175 struct glsl_src_param src0_param
;
4176 struct glsl_src_param src1_param
;
4177 struct glsl_src_param src2_param
;
4178 BOOL temp_destination
= FALSE
;
4179 DWORD cmp_channel
= 0;
4184 switch (ins
->handler_idx
)
4186 case WINED3DSIH_CMP
:
4187 condition_prefix
= "";
4188 condition_suffix
= " >= 0.0";
4191 case WINED3DSIH_CND
:
4192 condition_prefix
= "";
4193 condition_suffix
= " > 0.5";
4196 case WINED3DSIH_MOVC
:
4197 condition_prefix
= "bool(";
4198 condition_suffix
= ")";
4202 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4203 condition_prefix
= "<unhandled prefix>";
4204 condition_suffix
= "<unhandled suffix>";
4208 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4210 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4211 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4212 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4213 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4215 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4216 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4217 src1_param
.param_str
, src2_param
.param_str
);
4223 /* Splitting the instruction up in multiple lines imposes a problem:
4224 * The first lines may overwrite source parameters of the following lines.
4225 * Deal with that by using a temporary destination register if needed. */
4226 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4227 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4228 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4229 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4230 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4231 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4232 temp_destination
= TRUE
;
4234 /* Cycle through all source0 channels. */
4235 for (i
= 0; i
< 4; ++i
)
4238 /* Find the destination channels which use the current source0 channel. */
4239 for (j
= 0; j
< 4; ++j
)
4241 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4243 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4244 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4247 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4249 if (temp_destination
)
4251 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4253 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4255 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4258 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4259 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4260 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4262 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4263 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4264 src1_param
.param_str
, src2_param
.param_str
);
4267 if (temp_destination
)
4269 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4270 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4271 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4275 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4276 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4277 * the compare is done per component of src0. */
4278 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4280 struct glsl_src_param src0_param
;
4281 struct glsl_src_param src1_param
;
4282 struct glsl_src_param src2_param
;
4284 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4285 ins
->ctx
->reg_maps
->shader_version
.minor
);
4287 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4289 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4290 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4291 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4292 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4294 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4295 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4297 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4298 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4302 shader_glsl_conditional_move(ins
);
4305 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4306 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4308 struct glsl_src_param src0_param
;
4309 struct glsl_src_param src1_param
;
4310 struct glsl_src_param src2_param
;
4313 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4314 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4315 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4316 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4317 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4318 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4321 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4322 Vertex shaders to GLSL codes */
4323 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4326 int nComponents
= 0;
4327 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4328 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4329 struct wined3d_shader_instruction tmp_ins
;
4331 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4333 /* Set constants for the temporary argument */
4334 tmp_ins
.ctx
= ins
->ctx
;
4335 tmp_ins
.dst_count
= 1;
4336 tmp_ins
.dst
= &tmp_dst
;
4337 tmp_ins
.src_count
= 2;
4338 tmp_ins
.src
= tmp_src
;
4340 switch(ins
->handler_idx
)
4342 case WINED3DSIH_M4x4
:
4344 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4346 case WINED3DSIH_M4x3
:
4348 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4350 case WINED3DSIH_M3x4
:
4352 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4354 case WINED3DSIH_M3x3
:
4356 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4358 case WINED3DSIH_M3x2
:
4360 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4366 tmp_dst
= ins
->dst
[0];
4367 tmp_src
[0] = ins
->src
[0];
4368 tmp_src
[1] = ins
->src
[1];
4369 for (i
= 0; i
< nComponents
; ++i
)
4371 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4372 shader_glsl_dot(&tmp_ins
);
4373 ++tmp_src
[1].reg
.idx
[0].offset
;
4378 The LRP instruction performs a component-wise linear interpolation
4379 between the second and third operands using the first operand as the
4380 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4381 This is equivalent to mix(src2, src1, src0);
4383 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4385 struct glsl_src_param src0_param
;
4386 struct glsl_src_param src1_param
;
4387 struct glsl_src_param src2_param
;
4390 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4392 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4393 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4394 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4396 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4397 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4400 /** Process the WINED3DSIO_LIT instruction in GLSL:
4401 * dst.x = dst.w = 1.0
4402 * dst.y = (src0.x > 0) ? src0.x
4403 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4404 * where src.w is clamped at +- 128
4406 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4408 struct glsl_src_param src0_param
;
4409 struct glsl_src_param src1_param
;
4410 struct glsl_src_param src3_param
;
4413 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4414 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4416 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4417 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4418 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4420 /* The sdk specifies the instruction like this
4422 * if(src.x > 0.0) dst.y = src.x
4424 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4427 * (where power = src.w clamped between -128 and 128)
4429 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4430 * dst.x = 1.0 ... No further explanation needed
4431 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4432 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4433 * dst.w = 1.0. ... Nothing fancy.
4435 * So we still have one conditional in there. So do this:
4436 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4438 * 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),
4439 * 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.
4440 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4442 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4443 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4444 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4446 shader_addline(ins
->ctx
->buffer
,
4447 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4448 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4449 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4450 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4453 /** Process the WINED3DSIO_DST instruction in GLSL:
4455 * dst.y = src0.x * src0.y
4459 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4461 struct glsl_src_param src0y_param
;
4462 struct glsl_src_param src0z_param
;
4463 struct glsl_src_param src1y_param
;
4464 struct glsl_src_param src1w_param
;
4467 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4468 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4470 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4471 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4472 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4473 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4475 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4476 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4479 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4480 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4481 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4483 * dst.x = cos(src0.?)
4484 * dst.y = sin(src0.?)
4488 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4490 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4491 struct glsl_src_param src0_param
;
4494 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4496 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4498 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4501 case WINED3DSP_WRITEMASK_0
:
4502 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4505 case WINED3DSP_WRITEMASK_1
:
4506 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4509 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4510 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4511 src0_param
.param_str
, src0_param
.param_str
);
4515 ERR("Write mask should be .x, .y or .xy\n");
4522 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4525 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4529 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4530 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4531 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4533 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4534 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4535 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4537 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4538 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4542 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4543 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4544 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4547 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4549 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4550 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4551 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4555 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4556 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4557 * generate invalid code
4559 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4561 struct glsl_src_param src0_param
;
4564 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4565 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4567 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4570 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4571 * Start a for() loop where src1.y is the initial value of aL,
4572 * increment aL by src1.z for a total of src1.x iterations.
4573 * Need to use a temporary variable for this operation.
4575 /* FIXME: I don't think nested loops will work correctly this way. */
4576 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4578 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4579 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4580 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4581 const struct wined3d_shader_lconst
*constant
;
4582 struct glsl_src_param src1_param
;
4583 const DWORD
*control_values
= NULL
;
4585 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4587 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4589 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4590 * class hardware doesn't support real varying indexing, but Microsoft
4591 * designed this feature for Shader model 2.x+. If the loop control is
4592 * known at compile time, the GLSL compiler can unroll the loop, and
4593 * replace indirect addressing with direct addressing. */
4594 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4596 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4598 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4600 control_values
= constant
->value
;
4608 struct wined3d_shader_loop_control loop_control
;
4609 loop_control
.count
= control_values
[0];
4610 loop_control
.start
= control_values
[1];
4611 loop_control
.step
= (int)control_values
[2];
4613 if (loop_control
.step
> 0)
4615 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4616 state
->current_loop_depth
, loop_control
.start
,
4617 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4618 state
->current_loop_depth
, loop_control
.step
);
4620 else if (loop_control
.step
< 0)
4622 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4623 state
->current_loop_depth
, loop_control
.start
,
4624 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4625 state
->current_loop_depth
, loop_control
.step
);
4629 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4630 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4631 state
->current_loop_depth
, loop_control
.count
,
4632 state
->current_loop_depth
);
4637 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4638 state
->current_loop_depth
, state
->current_loop_reg
,
4639 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4640 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4643 ++state
->current_loop_reg
;
4647 shader_addline(buffer
, "for (;;)\n{\n");
4650 ++state
->current_loop_depth
;
4653 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4655 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4657 shader_addline(ins
->ctx
->buffer
, "}\n");
4659 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4661 --state
->current_loop_depth
;
4662 --state
->current_loop_reg
;
4665 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4667 --state
->current_loop_depth
;
4671 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4673 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4674 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4675 const struct wined3d_shader_lconst
*constant
;
4676 struct glsl_src_param src0_param
;
4677 const DWORD
*control_values
= NULL
;
4679 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4680 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4682 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4684 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4686 control_values
= constant
->value
;
4694 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4695 state
->current_loop_depth
, state
->current_loop_depth
,
4696 control_values
[0], state
->current_loop_depth
);
4700 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4701 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4702 state
->current_loop_depth
, state
->current_loop_depth
,
4703 src0_param
.param_str
, state
->current_loop_depth
);
4706 ++state
->current_loop_depth
;
4709 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4711 struct glsl_src_param src0_param
;
4713 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4714 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4717 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4719 struct glsl_src_param src0_param
;
4721 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4722 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4725 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4727 shader_addline(ins
->ctx
->buffer
, "default:\n");
4730 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4732 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4733 struct glsl_src_param src0_param
;
4735 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4736 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4739 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4741 struct glsl_src_param src0_param
;
4742 struct glsl_src_param src1_param
;
4744 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4745 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4747 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4748 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4751 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4753 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4756 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4758 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4760 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4761 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4762 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4765 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4767 FIXME("Unhandled primitive stream %u.\n", stream
);
4770 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4772 shader_addline(ins
->ctx
->buffer
, "break;\n");
4775 /* FIXME: According to MSDN the compare is done per component. */
4776 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4778 struct glsl_src_param src0_param
;
4779 struct glsl_src_param src1_param
;
4781 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4782 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4784 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4785 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4788 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4790 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4791 struct glsl_src_param src_param
;
4793 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4794 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4797 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4799 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4802 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4804 shader_addline(ins
->ctx
->buffer
, "}\n");
4805 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4807 /* Subroutines appear at the end of the shader. */
4808 ins
->ctx
->state
->in_subroutine
= TRUE
;
4811 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4813 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4816 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4818 struct glsl_src_param src1_param
;
4820 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4821 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4822 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4825 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4827 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
4829 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
4831 shader_glsl_generate_shader_epilogue(ins
->ctx
);
4832 shader_addline(ins
->ctx
->buffer
, "return;\n");
4836 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4838 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4839 ins
->ctx
->reg_maps
->shader_version
.minor
);
4840 struct glsl_sample_function sample_function
;
4841 DWORD sample_flags
= 0;
4843 DWORD mask
= 0, swizzle
;
4844 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4846 /* 1.0-1.4: Use destination register as sampler source.
4847 * 2.0+: Use provided sampler source. */
4848 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4849 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4851 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4853 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4855 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4856 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4857 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4859 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4860 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4862 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4863 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4865 case WINED3D_TTFF_COUNT1
:
4866 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4868 case WINED3D_TTFF_COUNT2
:
4869 mask
= WINED3DSP_WRITEMASK_1
;
4871 case WINED3D_TTFF_COUNT3
:
4872 mask
= WINED3DSP_WRITEMASK_2
;
4874 case WINED3D_TTFF_COUNT4
:
4875 case WINED3D_TTFF_DISABLE
:
4876 mask
= WINED3DSP_WRITEMASK_3
;
4881 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4883 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4885 if (src_mod
== WINED3DSPSM_DZ
) {
4886 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4887 mask
= WINED3DSP_WRITEMASK_2
;
4888 } else if (src_mod
== WINED3DSPSM_DW
) {
4889 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4890 mask
= WINED3DSP_WRITEMASK_3
;
4895 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4896 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4898 /* ps 2.0 texldp instruction always divides by the fourth component. */
4899 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4900 mask
= WINED3DSP_WRITEMASK_3
;
4904 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4905 mask
|= sample_function
.coord_mask
;
4906 sample_function
.coord_mask
= mask
;
4908 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4909 else swizzle
= ins
->src
[1].swizzle
;
4911 /* 1.0-1.3: Use destination register as coordinate source.
4912 1.4+: Use provided coordinate source register. */
4913 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4916 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4917 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4918 "T%u%s", resource_idx
, coord_mask
);
4922 struct glsl_src_param coord_param
;
4923 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4924 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4926 struct glsl_src_param bias
;
4927 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4928 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4929 NULL
, "%s", coord_param
.param_str
);
4931 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4932 "%s", coord_param
.param_str
);
4935 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4938 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4940 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4941 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4942 struct glsl_sample_function sample_function
;
4944 DWORD swizzle
= ins
->src
[1].swizzle
;
4946 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4947 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4949 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4950 shader_glsl_tex(ins
);
4954 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4956 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4957 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4958 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4959 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4961 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4962 NULL
, NULL
, "%s", coord_param
.param_str
);
4963 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4966 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4968 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4969 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4970 struct glsl_src_param coord_param
, lod_param
;
4971 struct glsl_sample_function sample_function
;
4972 DWORD swizzle
= ins
->src
[1].swizzle
;
4975 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4977 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4978 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4980 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4982 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4983 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4985 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4986 * However, the NVIDIA drivers allow them in fragment shaders as well,
4987 * even without the appropriate extension. */
4988 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4990 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4991 "%s", coord_param
.param_str
);
4992 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4995 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4996 unsigned int resource_idx
, unsigned int sampler_idx
)
4998 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5001 for (i
= 0; i
< sampler_map
->count
; ++i
)
5003 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5004 return entries
[i
].bind_idx
;
5007 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5012 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5014 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5015 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5016 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5017 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5018 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5019 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5020 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5021 enum wined3d_shader_resource_type resource_type
;
5022 struct wined3d_string_buffer
*address
;
5023 enum wined3d_data_type data_type
;
5024 unsigned int resource_idx
, stride
;
5025 const char *op
, *resource
;
5029 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5030 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5033 if (resource_idx
>= reg_maps
->tgsm_count
)
5035 ERR("Invalid TGSM index %u.\n", resource_idx
);
5039 data_type
= WINED3D_DATA_UINT
;
5041 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5045 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5047 ERR("Invalid UAV index %u.\n", resource_idx
);
5050 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5051 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5053 ERR("Unexpected resource type %#x.\n", resource_type
);
5057 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5058 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5059 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5062 switch (ins
->handler_idx
)
5064 case WINED3DSIH_ATOMIC_AND
:
5065 case WINED3DSIH_IMM_ATOMIC_AND
:
5069 op
= "imageAtomicAnd";
5071 case WINED3DSIH_ATOMIC_CMP_STORE
:
5072 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5074 op
= "atomicCompSwap";
5076 op
= "imageAtomicCompSwap";
5078 case WINED3DSIH_ATOMIC_IADD
:
5079 case WINED3DSIH_IMM_ATOMIC_IADD
:
5083 op
= "imageAtomicAdd";
5085 case WINED3DSIH_ATOMIC_IMAX
:
5086 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5090 op
= "imageAtomicMax";
5091 if (data_type
!= WINED3D_DATA_INT
)
5093 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5097 case WINED3DSIH_ATOMIC_IMIN
:
5098 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5102 op
= "imageAtomicMin";
5103 if (data_type
!= WINED3D_DATA_INT
)
5105 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5109 case WINED3DSIH_ATOMIC_OR
:
5110 case WINED3DSIH_IMM_ATOMIC_OR
:
5114 op
= "imageAtomicOr";
5116 case WINED3DSIH_ATOMIC_UMAX
:
5117 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5121 op
= "imageAtomicMax";
5122 if (data_type
!= WINED3D_DATA_UINT
)
5124 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5128 case WINED3DSIH_ATOMIC_UMIN
:
5129 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5133 op
= "imageAtomicMin";
5134 if (data_type
!= WINED3D_DATA_UINT
)
5136 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5140 case WINED3DSIH_ATOMIC_XOR
:
5141 case WINED3DSIH_IMM_ATOMIC_XOR
:
5145 op
= "imageAtomicXor";
5147 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5149 op
= "atomicExchange";
5151 op
= "imageAtomicExchange";
5154 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5158 address
= string_buffer_get(priv
->string_buffers
);
5161 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5162 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5163 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5167 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5168 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5169 if (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
)
5170 shader_addline(address
, "/ 4");
5173 if (is_imm_instruction
)
5174 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5177 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5178 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5180 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5181 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5183 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5184 shader_addline(buffer
, "%s", data
.param_str
);
5185 if (ins
->src_count
>= 3)
5187 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5188 shader_addline(buffer
, ", %s", data2
.param_str
);
5191 if (is_imm_instruction
)
5192 shader_addline(buffer
, ")");
5193 shader_addline(buffer
, ");\n");
5195 string_buffer_release(priv
->string_buffers
, address
);
5198 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5200 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5203 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5204 op
= "atomicCounterIncrement";
5206 op
= "atomicCounterDecrement";
5208 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5209 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5212 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5214 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5215 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5216 enum wined3d_shader_resource_type resource_type
;
5217 struct glsl_src_param image_coord_param
;
5218 enum wined3d_data_type data_type
;
5219 DWORD coord_mask
, write_mask
;
5220 unsigned int uav_idx
;
5221 char dst_swizzle
[6];
5223 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5224 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5226 ERR("Invalid UAV index %u.\n", uav_idx
);
5229 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5230 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5232 ERR("Unexpected resource type %#x.\n", resource_type
);
5233 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5235 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5236 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5238 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5239 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5241 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5242 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5243 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5246 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5248 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5249 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5250 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5251 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5252 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5253 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5254 struct glsl_src_param structure_idx
, offset
;
5255 struct wined3d_string_buffer
*address
;
5256 struct wined3d_shader_dst_param dst
;
5257 const char *function
, *resource
;
5259 resource_idx
= src
->reg
.idx
[0].offset
;
5260 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5262 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5264 ERR("Invalid resource index %u.\n", resource_idx
);
5267 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5268 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5269 function
= "texelFetch";
5270 resource
= "sampler";
5272 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5274 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5276 ERR("Invalid UAV index %u.\n", resource_idx
);
5279 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5280 bind_idx
= resource_idx
;
5281 function
= "imageLoad";
5286 if (resource_idx
>= reg_maps
->tgsm_count
)
5288 ERR("Invalid TGSM index %u.\n", resource_idx
);
5291 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5292 bind_idx
= resource_idx
;
5297 address
= string_buffer_get(priv
->string_buffers
);
5298 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5300 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5301 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5303 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5304 shader_addline(address
, "%s / 4", offset
.param_str
);
5307 for (i
= 0; i
< 4; ++i
)
5309 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5310 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5313 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5315 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5316 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5318 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5319 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5322 string_buffer_release(priv
->string_buffers
, address
);
5325 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5327 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5328 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5329 struct glsl_src_param image_coord_param
, image_data_param
;
5330 enum wined3d_shader_resource_type resource_type
;
5331 enum wined3d_data_type data_type
;
5332 unsigned int uav_idx
;
5335 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5336 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5338 ERR("Invalid UAV index %u.\n", uav_idx
);
5341 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5342 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5344 ERR("Unexpected resource type %#x.\n", resource_type
);
5347 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5348 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5350 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5351 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5352 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5353 shader_glsl_get_prefix(version
->type
), uav_idx
,
5354 image_coord_param
.param_str
, image_data_param
.param_str
);
5357 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5359 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5360 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5361 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5362 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5363 struct glsl_src_param structure_idx
, offset
, data
;
5364 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5365 struct wined3d_string_buffer
*address
;
5369 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5370 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5373 if (resource_idx
>= reg_maps
->tgsm_count
)
5375 ERR("Invalid TGSM index %u.\n", resource_idx
);
5378 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5382 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5384 ERR("Invalid UAV index %u.\n", resource_idx
);
5387 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5390 address
= string_buffer_get(priv
->string_buffers
);
5391 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5393 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5394 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5396 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5397 shader_addline(address
, "%s / 4", offset
.param_str
);
5399 for (i
= 0; i
< 4; ++i
)
5401 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5404 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5407 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5408 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5410 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5411 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5414 string_buffer_release(priv
->string_buffers
, address
);
5417 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5419 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5420 unsigned int sync_flags
= ins
->flags
;
5422 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5424 shader_addline(buffer
, "barrier();\n");
5425 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5428 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5430 shader_addline(buffer
, "memoryBarrierShared();\n");
5431 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5435 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5438 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5439 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5441 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5442 unsigned int idx
= reg
->idx
[0].offset
;
5444 if (reg
->type
== WINED3DSPR_RESOURCE
)
5446 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5448 ERR("Invalid resource index %u.\n", idx
);
5451 return ®_maps
->resource_info
[idx
];
5454 if (reg
->type
== WINED3DSPR_UAV
)
5456 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5458 ERR("Invalid UAV index %u.\n", idx
);
5461 return ®_maps
->uav_resource_info
[idx
];
5464 FIXME("Unhandled register type %#x.\n", reg
->type
);
5468 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5470 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5471 const struct wined3d_shader_resource_info
*resource_info
;
5472 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5473 unsigned int resource_idx
;
5474 char dst_swizzle
[6];
5477 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5478 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5480 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5482 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5484 shader_addline(buffer
, "ivec2(");
5485 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5487 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5488 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5489 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5493 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5495 if (resource_info
->stride
)
5496 shader_addline(buffer
, " / %u", resource_info
->stride
);
5497 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5498 shader_addline(buffer
, " * 4");
5499 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5502 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5504 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5505 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5506 enum wined3d_shader_resource_type resource_type
;
5507 enum wined3d_shader_register_type reg_type
;
5508 unsigned int resource_idx
, bind_idx
, i
;
5509 enum wined3d_data_type dst_data_type
;
5510 struct glsl_src_param lod_param
;
5511 char dst_swizzle
[6];
5514 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5515 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5516 dst_data_type
= WINED3D_DATA_UINT
;
5517 else if (ins
->flags
)
5518 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5520 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5521 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5523 reg_type
= ins
->src
[1].reg
.type
;
5524 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5525 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5526 if (reg_type
== WINED3DSPR_RESOURCE
)
5528 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5529 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5530 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5534 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5535 bind_idx
= resource_idx
;
5538 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5540 ERR("Unexpected resource type %#x.\n", resource_type
);
5541 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5544 if (dst_data_type
== WINED3D_DATA_UINT
)
5545 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5547 shader_addline(ins
->ctx
->buffer
, "vec4(");
5549 if (reg_type
== WINED3DSPR_RESOURCE
)
5551 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5552 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5554 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5555 shader_addline(ins
->ctx
->buffer
, "0, ");
5557 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5559 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5560 shader_glsl_get_prefix(version
->type
), bind_idx
);
5564 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5565 shader_addline(ins
->ctx
->buffer
, "1");
5570 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5571 shader_glsl_get_prefix(version
->type
), bind_idx
);
5573 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5574 shader_addline(ins
->ctx
->buffer
, "0, ");
5576 /* For UAVs the returned miplevel count is always 1. */
5577 shader_addline(ins
->ctx
->buffer
, "1");
5580 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5583 /* FIXME: The current implementation does not handle multisample textures correctly. */
5584 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5586 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5587 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5588 struct glsl_src_param coord_param
, lod_param
;
5589 struct glsl_sample_function sample_function
;
5590 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5593 if (wined3d_shader_instruction_has_texel_offset(ins
))
5594 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5596 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5597 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5599 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5601 ERR("Invalid resource index %u.\n", resource_idx
);
5604 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5606 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5607 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5608 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5609 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5610 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5611 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5612 "%s", coord_param
.param_str
);
5613 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5616 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5618 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5619 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5620 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5621 struct glsl_sample_function sample_function
;
5624 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5625 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5626 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5627 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5628 if (wined3d_shader_instruction_has_texel_offset(ins
))
5629 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5631 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5632 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5634 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5635 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5637 switch (ins
->handler_idx
)
5639 case WINED3DSIH_SAMPLE
:
5641 case WINED3DSIH_SAMPLE_B
:
5642 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5643 lod_param_str
= lod_param
.param_str
;
5645 case WINED3DSIH_SAMPLE_GRAD
:
5646 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5647 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5648 dx_param_str
= dx_param
.param_str
;
5649 dy_param_str
= dy_param
.param_str
;
5651 case WINED3DSIH_SAMPLE_LOD
:
5652 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5653 lod_param_str
= lod_param
.param_str
;
5656 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5660 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5661 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5662 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5663 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5666 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5668 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5669 struct glsl_src_param coord_param
, compare_param
;
5670 struct glsl_sample_function sample_function
;
5671 const char *lod_param
= NULL
;
5675 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5678 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5681 if (wined3d_shader_instruction_has_texel_offset(ins
))
5682 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5684 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5685 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5687 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5688 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5689 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5690 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5691 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5692 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5693 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5694 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5695 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5698 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
5700 /* FIXME: Make this work for more than just 2D textures */
5701 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5702 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5704 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5708 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5709 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5710 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5714 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5715 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5716 char dst_swizzle
[6];
5718 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5720 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5722 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5723 struct glsl_src_param div_param
;
5724 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5726 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5729 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5731 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5735 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5740 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5741 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5742 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5743 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5745 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5746 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5747 struct glsl_sample_function sample_function
;
5748 struct glsl_src_param src0_param
;
5751 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5753 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5754 * scalar, and projected sampling would require 4.
5756 * It is a dependent read - not valid with conditional NP2 textures
5758 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5759 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5764 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5765 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5769 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5770 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5774 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5775 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5779 FIXME("Unexpected mask size %u\n", mask_size
);
5782 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5785 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5786 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5787 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5789 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5790 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5791 struct glsl_src_param src0_param
;
5793 unsigned int mask_size
;
5795 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5796 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5797 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5799 if (mask_size
> 1) {
5800 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5802 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5806 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5807 * Calculate the depth as dst.x / dst.y */
5808 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5810 struct glsl_dst_param dst_param
;
5812 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5814 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5815 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5816 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5817 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5820 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5821 dst_param
.reg_name
, dst_param
.reg_name
);
5824 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5825 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5826 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5827 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5829 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5831 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5832 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5833 struct glsl_src_param src0_param
;
5835 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5837 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5838 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5841 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5842 * Calculate the 1st of a 2-row matrix multiplication. */
5843 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5845 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5846 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5847 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5848 struct glsl_src_param src0_param
;
5850 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5851 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5854 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5855 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5856 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5858 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5859 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5860 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5861 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5862 struct glsl_src_param src0_param
;
5864 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5865 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5866 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5869 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5871 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5872 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5873 struct glsl_sample_function sample_function
;
5874 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5875 struct glsl_src_param src0_param
;
5877 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5878 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5880 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5882 /* Sample the texture using the calculated coordinates */
5883 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5884 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5887 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5888 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5889 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5891 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5892 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5893 struct glsl_sample_function sample_function
;
5894 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5895 struct glsl_src_param src0_param
;
5897 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5898 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5900 /* Dependent read, not valid with conditional NP2 */
5901 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5903 /* Sample the texture using the calculated coordinates */
5904 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5905 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5907 tex_mx
->current_row
= 0;
5910 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5911 * Perform the 3rd row of a 3x3 matrix multiply */
5912 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5914 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5915 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5916 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5917 struct glsl_src_param src0_param
;
5920 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5922 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5923 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5924 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5926 tex_mx
->current_row
= 0;
5929 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5930 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5931 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5933 struct glsl_src_param src0_param
;
5934 struct glsl_src_param src1_param
;
5935 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5936 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5937 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5938 struct glsl_sample_function sample_function
;
5939 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5942 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5943 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5945 /* Perform the last matrix multiply operation */
5946 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5947 /* Reflection calculation */
5948 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5950 /* Dependent read, not valid with conditional NP2 */
5951 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5952 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5954 /* Sample the texture */
5955 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5956 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5957 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5959 tex_mx
->current_row
= 0;
5962 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5963 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5964 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5966 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5967 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5968 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5969 struct glsl_sample_function sample_function
;
5970 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5971 struct glsl_src_param src0_param
;
5974 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5976 /* Perform the last matrix multiply operation */
5977 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5979 /* Construct the eye-ray vector from w coordinates */
5980 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5981 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5982 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5984 /* Dependent read, not valid with conditional NP2 */
5985 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5986 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5988 /* Sample the texture using the calculated coordinates */
5989 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5990 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5991 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5993 tex_mx
->current_row
= 0;
5996 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5997 * Apply a fake bump map transform.
5998 * texbem is pshader <= 1.3 only, this saves a few version checks
6000 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6002 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6003 struct glsl_sample_function sample_function
;
6004 struct glsl_src_param coord_param
;
6010 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6011 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6012 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6014 /* Dependent read, not valid with conditional NP2 */
6015 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6016 mask
= sample_function
.coord_mask
;
6018 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6020 /* With projected textures, texbem only divides the static texture coord,
6021 * not the displacement, so we can't let GL handle this. */
6022 if (flags
& WINED3D_PSARGS_PROJECTED
)
6025 char coord_div_mask
[3];
6026 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6028 case WINED3D_TTFF_COUNT1
:
6029 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6031 case WINED3D_TTFF_COUNT2
:
6032 div_mask
= WINED3DSP_WRITEMASK_1
;
6034 case WINED3D_TTFF_COUNT3
:
6035 div_mask
= WINED3DSP_WRITEMASK_2
;
6037 case WINED3D_TTFF_COUNT4
:
6038 case WINED3D_TTFF_DISABLE
:
6039 div_mask
= WINED3DSP_WRITEMASK_3
;
6042 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6043 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6046 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6048 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6049 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6050 coord_param
.param_str
, coord_mask
);
6052 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6054 struct glsl_src_param luminance_param
;
6055 struct glsl_dst_param dst_param
;
6057 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6058 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6060 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6061 dst_param
.reg_name
, dst_param
.mask_str
,
6062 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6064 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6067 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6069 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6070 struct glsl_src_param src0_param
, src1_param
;
6072 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6073 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6075 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6076 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6077 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6080 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6081 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6082 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6084 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6085 struct glsl_sample_function sample_function
;
6086 struct glsl_src_param src0_param
;
6088 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6090 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6091 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6092 "%s.wx", src0_param
.reg_name
);
6093 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6096 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6097 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6098 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6100 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6101 struct glsl_sample_function sample_function
;
6102 struct glsl_src_param src0_param
;
6104 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6106 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6107 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6108 "%s.yz", src0_param
.reg_name
);
6109 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6112 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6113 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6114 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6116 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6117 struct glsl_sample_function sample_function
;
6118 struct glsl_src_param src0_param
;
6120 /* Dependent read, not valid with conditional NP2 */
6121 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6122 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6124 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6125 "%s", src0_param
.param_str
);
6126 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6129 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6130 * If any of the first 3 components are < 0, discard this pixel */
6131 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6133 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6135 struct glsl_src_param src_param
;
6137 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
6138 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
6142 struct glsl_dst_param dst_param
;
6144 /* The argument is a destination parameter, and no writemasks are allowed */
6145 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6147 /* 2.0 shaders compare all 4 components in texkill. */
6148 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6149 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6150 /* 1.x shaders only compare the first 3 components, probably due to
6151 * the nature of the texkill instruction as a tex* instruction, and
6152 * phase, which kills all .w components. Even if all 4 components are
6153 * defined, only the first 3 are used. */
6155 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6159 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6160 * dst = dot2(src0, src1) + src2 */
6161 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6163 struct glsl_src_param src0_param
;
6164 struct glsl_src_param src1_param
;
6165 struct glsl_src_param src2_param
;
6167 unsigned int mask_size
;
6169 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6170 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6172 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6173 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6174 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6176 if (mask_size
> 1) {
6177 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6178 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6180 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6181 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6185 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6186 const struct wined3d_shader_signature
*input_signature
,
6187 const struct wined3d_shader_reg_maps
*reg_maps
,
6188 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
6192 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6194 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6195 const char *semantic_name
;
6200 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6203 semantic_name
= input
->semantic_name
;
6204 semantic_idx
= input
->semantic_idx
;
6205 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6207 if (args
->vp_mode
== vertexshader
)
6209 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6211 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6212 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6214 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6216 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6218 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6220 shader_addline(buffer
, "ps_in[%u] = vec4("
6221 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
6222 input
->register_idx
);
6226 if (input
->sysval_semantic
)
6227 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6228 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
6229 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6230 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6233 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6235 if (args
->pointsprite
)
6236 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6237 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6238 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6239 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6240 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6241 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
6242 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6244 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6245 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6247 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6250 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6251 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6252 else if (semantic_idx
== 1)
6253 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6254 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6256 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6257 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6261 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6262 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6267 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6269 struct glsl_program_key key
;
6271 key
.vs_id
= entry
->vs
.id
;
6272 key
.gs_id
= entry
->gs
.id
;
6273 key
.ps_id
= entry
->ps
.id
;
6274 key
.cs_id
= entry
->cs
.id
;
6276 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6278 ERR("Failed to insert program entry.\n");
6282 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6283 const struct glsl_program_key
*key
)
6285 struct wine_rb_entry
*entry
;
6287 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6288 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6291 /* Context activation is done by the caller. */
6292 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6293 struct glsl_shader_prog_link
*entry
)
6295 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6297 GL_EXTCALL(glDeleteProgram(entry
->id
));
6299 list_remove(&entry
->vs
.shader_entry
);
6301 list_remove(&entry
->gs
.shader_entry
);
6303 list_remove(&entry
->ps
.shader_entry
);
6305 list_remove(&entry
->cs
.shader_entry
);
6306 HeapFree(GetProcessHeap(), 0, entry
);
6309 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6310 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6311 const struct wined3d_shader_signature
*input_signature
,
6312 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6313 const struct wined3d_shader_signature
*output_signature
,
6314 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6316 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6317 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6318 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6319 unsigned int in_count
= vec4_varyings(3, gl_info
);
6320 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
6321 DWORD in_idx
, *set
= NULL
;
6325 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6327 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6329 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6331 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6334 in_idx
= map
[input
->register_idx
];
6335 /* Declared, but not read register */
6338 if (in_idx
>= max_varyings
)
6340 FIXME("More input varyings declared than supported, expect issues.\n");
6344 if (in_idx
== in_count
)
6345 string_buffer_sprintf(destination
, "gl_FrontColor");
6346 else if (in_idx
== in_count
+ 1)
6347 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6349 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6354 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6356 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6359 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6360 || input
->semantic_idx
!= output
->semantic_idx
6361 || strcmp(input
->semantic_name
, output
->semantic_name
)
6362 || !(mask
= input
->mask
& output
->mask
))
6365 if (set
[in_idx
] == ~0u)
6367 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6368 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6370 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6371 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6375 for (i
= 0; i
< max_varyings
; ++i
)
6379 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6386 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6387 reg_mask
[size
++] = 'x';
6388 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6389 reg_mask
[size
++] = 'y';
6390 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6391 reg_mask
[size
++] = 'z';
6392 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6393 reg_mask
[size
++] = 'w';
6394 reg_mask
[size
] = '\0';
6397 string_buffer_sprintf(destination
, "gl_FrontColor");
6398 else if (i
== in_count
+ 1)
6399 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6401 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6404 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6406 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6409 HeapFree(GetProcessHeap(), 0, set
);
6410 string_buffer_release(&priv
->string_buffers
, destination
);
6413 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6414 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6415 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6417 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6418 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6422 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6424 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6426 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6429 if (output
->register_idx
>= input_count
)
6432 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
6434 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6436 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6437 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6440 string_buffer_release(&priv
->string_buffers
, destination
);
6443 /* Context activation is done by the caller. */
6444 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
6445 const struct wined3d_shader
*vs
, unsigned int input_count
,
6446 const struct wined3d_gl_info
*gl_info
)
6448 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6449 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6452 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
6454 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
6455 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6457 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
6458 legacy_context
? "gs_in" : "gs_in.gs_in");
6460 shader_addline(buffer
, "}\n");
6463 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6464 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6465 const struct wined3d_shader_signature
*input_signature
,
6466 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6467 const struct wined3d_shader_signature
*output_signature
,
6468 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6470 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6471 const char *semantic_name
;
6476 /* First, sort out position and point size system values. */
6477 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6479 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6481 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6484 semantic_name
= output
->semantic_name
;
6485 semantic_idx
= output
->semantic_idx
;
6486 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6488 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6490 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6491 reg_mask
, output
->register_idx
, reg_mask
);
6493 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6495 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6496 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6498 else if (output
->sysval_semantic
)
6500 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6504 /* Then, setup the pixel shader input. */
6505 if (reg_maps_out
->shader_version
.major
< 4)
6506 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6507 output_signature
, reg_maps_out
, "ps_link");
6509 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
6512 /* Context activation is done by the caller. */
6513 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6514 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6515 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6517 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6519 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6521 const char *semantic_name
;
6524 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6526 string_buffer_clear(buffer
);
6528 shader_glsl_add_version_declaration(buffer
, gl_info
, &vs
->reg_maps
.shader_version
);
6530 if (per_vertex_point_size
)
6532 shader_addline(buffer
, "uniform struct\n{\n");
6533 shader_addline(buffer
, " float size_min;\n");
6534 shader_addline(buffer
, " float size_max;\n");
6535 shader_addline(buffer
, "} ffp_point;\n");
6540 DWORD colors_written_mask
[2] = {0};
6541 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
6543 if (!legacy_context
)
6545 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
6546 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
6547 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6548 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6551 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6553 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
6555 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
6558 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
6561 semantic_name
= output
->semantic_name
;
6562 semantic_idx
= output
->semantic_idx
;
6563 write_mask
= output
->mask
;
6564 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
6566 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
6569 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
6570 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
6572 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
6573 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
6575 colors_written_mask
[semantic_idx
] = write_mask
;
6577 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
6579 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6580 reg_mask
, output
->register_idx
, reg_mask
);
6582 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6584 if (semantic_idx
< MAX_TEXTURES
)
6586 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
6587 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
6588 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6589 texcoords_written_mask
[semantic_idx
] = write_mask
;
6592 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6594 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6595 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6597 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6599 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
6600 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6601 output
->register_idx
, reg_mask
[1]);
6605 for (i
= 0; i
< 2; ++i
)
6607 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6609 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6611 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6612 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
6613 reg_mask
, reg_mask
);
6615 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6616 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6617 reg_mask
, reg_mask
);
6620 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6622 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6625 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6627 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6628 && !texcoords_written_mask
[i
])
6631 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6632 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6633 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6639 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6641 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
6642 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6643 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6644 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6647 shader_addline(buffer
, "}\n");
6649 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6650 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6651 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6656 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6657 const struct wined3d_shader
*shader
, unsigned int input_count
,
6658 const struct wined3d_gl_info
*gl_info
)
6660 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6663 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
6665 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
6666 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
6668 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
6669 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
6671 shader_addline(buffer
, "}\n");
6674 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
6675 const struct wined3d_gl_info
*gl_info
)
6677 const char *output
= get_fragment_output(gl_info
);
6679 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
6680 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6681 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
6682 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
6683 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
6684 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
6687 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
6688 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
6690 const char *output
= get_fragment_output(gl_info
);
6694 case WINED3D_FFP_PS_FOG_OFF
:
6697 case WINED3D_FFP_PS_FOG_LINEAR
:
6698 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6701 case WINED3D_FFP_PS_FOG_EXP
:
6702 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6705 case WINED3D_FFP_PS_FOG_EXP2
:
6706 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6707 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6711 ERR("Invalid fog mode %#x.\n", mode
);
6715 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6719 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6720 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6722 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6723 * flipping all the operators here, just negate the comparison below. */
6724 static const char * const comparison_operator
[] =
6726 "", /* WINED3D_CMP_NEVER */
6727 "<", /* WINED3D_CMP_LESS */
6728 "==", /* WINED3D_CMP_EQUAL */
6729 "<=", /* WINED3D_CMP_LESSEQUAL */
6730 ">", /* WINED3D_CMP_GREATER */
6731 "!=", /* WINED3D_CMP_NOTEQUAL */
6732 ">=", /* WINED3D_CMP_GREATEREQUAL */
6733 "" /* WINED3D_CMP_ALWAYS */
6736 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6739 if (alpha_func
!= WINED3D_CMP_NEVER
)
6740 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6741 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6742 shader_addline(buffer
, " discard;\n");
6745 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6746 const struct wined3d_gl_info
*gl_info
)
6748 if (gl_info
->supported
[ARB_GPU_SHADER5
])
6749 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
6750 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
6751 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
6752 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6753 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6754 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6755 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6756 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6757 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6758 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
6759 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
6760 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
6761 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
6762 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
6763 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
6764 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
6765 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
6766 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6767 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6768 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6769 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6770 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6771 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6772 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6773 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6776 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
6777 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6778 const struct ps_compile_args
*args
)
6780 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6782 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6783 if (reg_maps
->shader_version
.major
< 2)
6784 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6786 if (args
->srgb_correction
)
6787 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6789 /* SM < 3 does not replace the fog stage. */
6790 if (reg_maps
->shader_version
.major
< 3)
6791 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6793 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6796 /* Context activation is done by the caller. */
6797 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6798 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6799 const struct wined3d_shader
*shader
,
6800 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6802 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6803 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6804 struct shader_glsl_ctx_priv priv_ctx
;
6805 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6808 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6809 priv_ctx
.cur_ps_args
= args
;
6810 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6811 priv_ctx
.string_buffers
= string_buffers
;
6813 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6815 shader_glsl_enable_extensions(buffer
, gl_info
);
6816 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6817 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6818 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6819 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6820 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6821 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6822 /* The spec says that it doesn't have to be explicitly enabled, but the
6823 * nvidia drivers write a warning if we don't do so. */
6824 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6825 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6827 /* Base Declarations */
6828 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6830 shader_addline(buffer
, "void main()\n{\n");
6832 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6833 * add approximately 0.5. This causes off-by-one problems as spotted by
6834 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6835 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6836 * causes precision troubles when we just subtract 0.5.
6838 * To deal with that, just floor() the position. This will eliminate the
6839 * fraction on all cards.
6841 * TODO: Test how this behaves with multisampling.
6843 * An advantage of floor is that it works even if the driver doesn't add
6844 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6845 * to return in gl_FragCoord, even though coordinates specify the pixel
6846 * centers instead of the pixel corners. This code will behave correctly
6847 * on drivers that returns integer values. */
6850 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6851 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6852 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6853 shader_addline(buffer
,
6854 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6856 shader_addline(buffer
,
6857 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6860 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6863 WORD map
= reg_maps
->texcoord
;
6867 if (glsl_is_color_reg_read(shader
, 0))
6868 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6869 if (glsl_is_color_reg_read(shader
, 1))
6870 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6873 for (i
= 0; map
; map
>>= 1, ++i
)
6877 if (args
->pointsprite
)
6878 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6879 else if (args
->texcoords_initialized
& (1u << i
))
6880 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6881 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6883 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6884 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6889 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6892 /* Pack 3.0 inputs */
6893 if (reg_maps
->shader_version
.major
>= 3)
6894 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6896 /* Base Shader Body */
6897 if (FAILED(shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
)))
6900 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6901 if (reg_maps
->shader_version
.major
< 4)
6902 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
6904 shader_addline(buffer
, "}\n");
6906 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6907 TRACE("Compiling shader object %u.\n", shader_id
);
6908 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6913 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
6914 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6915 const struct vs_compile_args
*args
)
6917 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6918 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6921 /* Unpack outputs. */
6922 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6924 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6925 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6926 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6927 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6929 if (reg_maps
->shader_version
.major
< 3)
6931 if (args
->fog_src
== VS_FOG_Z
)
6932 shader_addline(buffer
, "%s = gl_Position.z;\n",
6933 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6934 else if (!reg_maps
->fog
)
6935 shader_addline(buffer
, "%s = 0.0;\n",
6936 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6939 /* We always store the clipplanes without y inversion. */
6940 if (args
->clip_enabled
)
6943 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6945 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6946 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6949 if (args
->point_size
&& !args
->per_vertex_point_size
)
6950 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6952 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6953 shader_glsl_fixup_position(buffer
);
6956 /* Context activation is done by the caller. */
6957 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6958 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6960 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6961 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6962 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6963 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6964 struct shader_glsl_ctx_priv priv_ctx
;
6967 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6969 shader_glsl_enable_extensions(buffer
, gl_info
);
6970 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6971 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6972 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6973 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6975 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6976 priv_ctx
.cur_vs_args
= args
;
6977 priv_ctx
.string_buffers
= string_buffers
;
6979 /* Base Declarations */
6980 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6982 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6983 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6985 if (reg_maps
->shader_version
.major
>= 4)
6987 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6988 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6989 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6990 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6993 shader_addline(buffer
, "void main()\n{\n");
6995 /* Base Shader Body */
6996 if (FAILED(shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
)))
6999 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7000 if (reg_maps
->shader_version
.major
< 4)
7001 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
7003 shader_addline(buffer
, "}\n");
7005 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7006 TRACE("Compiling shader object %u.\n", shader_id
);
7007 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7012 /* Context activation is done by the caller. */
7013 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
7014 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
7016 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7017 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7018 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7019 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7020 struct shader_glsl_ctx_priv priv_ctx
;
7023 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
7025 shader_glsl_enable_extensions(buffer
, gl_info
);
7026 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
7027 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
7029 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7030 priv_ctx
.string_buffers
= string_buffers
;
7031 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7032 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
7033 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7034 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
7035 shader_addline(buffer
, "void main()\n{\n");
7036 if (FAILED(shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
)))
7038 shader_addline(buffer
, "}\n");
7040 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
7041 TRACE("Compiling shader object %u.\n", shader_id
);
7042 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7047 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
7049 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
7050 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
7051 const struct wined3d_shader
*shader
= ctx
->shader
;
7053 switch (shader
->reg_maps
.shader_version
.type
)
7055 case WINED3D_SHADER_TYPE_PIXEL
:
7056 shader_glsl_generate_ps_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_ps_args
);
7058 case WINED3D_SHADER_TYPE_VERTEX
:
7059 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
7061 case WINED3D_SHADER_TYPE_GEOMETRY
:
7062 case WINED3D_SHADER_TYPE_COMPUTE
:
7065 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7070 /* Context activation is done by the caller. */
7071 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
7072 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7073 const struct wined3d_shader
*shader
)
7075 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
7076 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7077 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7078 struct shader_glsl_ctx_priv priv_ctx
;
7082 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
7084 shader_glsl_enable_extensions(buffer
, gl_info
);
7085 if (gl_info
->supported
[ARB_COMPUTE_SHADER
])
7086 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
7088 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7089 priv_ctx
.string_buffers
= string_buffers
;
7090 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7092 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
7094 if (reg_maps
->tgsm
[i
].size
)
7095 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
7098 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
7099 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
7101 shader_addline(buffer
, "void main()\n{\n");
7102 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
7103 shader_addline(buffer
, "}\n");
7105 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
7106 TRACE("Compiling shader object %u.\n", shader_id
);
7107 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7112 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
7113 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7114 struct wined3d_shader
*shader
,
7115 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
7117 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
7118 struct glsl_shader_private
*shader_data
;
7119 struct ps_np2fixup_info
*np2fixup
;
7124 if (!shader
->backend_data
)
7126 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
7127 if (!shader
->backend_data
)
7129 ERR("Failed to allocate backend data.\n");
7133 shader_data
= shader
->backend_data
;
7134 gl_shaders
= shader_data
->gl_shaders
.ps
;
7136 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
7137 * so a linear search is more performant than a hashmap or a binary search
7138 * (cache coherency etc)
7140 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7142 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
7144 if (args
->np2_fixup
)
7145 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
7146 return gl_shaders
[i
].id
;
7150 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7151 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
7152 if (shader_data
->num_gl_shaders
)
7154 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
7155 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
7156 new_size
* sizeof(*gl_shaders
));
7160 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
7165 ERR("Out of memory\n");
7168 shader_data
->gl_shaders
.ps
= new_array
;
7169 shader_data
->shader_array_size
= new_size
;
7170 gl_shaders
= new_array
;
7173 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7175 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
7176 memset(np2fixup
, 0, sizeof(*np2fixup
));
7177 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
7179 pixelshader_update_resource_types(shader
, args
->tex_types
);
7181 string_buffer_clear(buffer
);
7182 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
7183 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7188 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
7189 const DWORD use_map
)
7191 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
7192 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
7193 if (stored
->point_size
!= new->point_size
)
7195 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
7197 if (stored
->flatshading
!= new->flatshading
)
7199 if (stored
->next_shader_type
!= new->next_shader_type
)
7201 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
7203 return stored
->fog_src
== new->fog_src
;
7206 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
7207 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7211 DWORD use_map
= context
->stream_info
.use_map
;
7212 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
7213 struct glsl_shader_private
*shader_data
;
7216 if (!shader
->backend_data
)
7218 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
7219 if (!shader
->backend_data
)
7221 ERR("Failed to allocate backend data.\n");
7225 shader_data
= shader
->backend_data
;
7226 gl_shaders
= shader_data
->gl_shaders
.vs
;
7228 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
7229 * so a linear search is more performant than a hashmap or a binary search
7230 * (cache coherency etc)
7232 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7234 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
7235 return gl_shaders
[i
].id
;
7238 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7240 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
7241 if (shader_data
->num_gl_shaders
)
7243 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
7244 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
7245 new_size
* sizeof(*gl_shaders
));
7249 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
7254 ERR("Out of memory\n");
7257 shader_data
->gl_shaders
.vs
= new_array
;
7258 shader_data
->shader_array_size
= new_size
;
7259 gl_shaders
= new_array
;
7262 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7264 string_buffer_clear(&priv
->shader_buffer
);
7265 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
7266 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7271 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
7272 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
7274 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
7275 struct glsl_shader_private
*shader_data
;
7276 unsigned int i
, new_size
;
7279 if (!shader
->backend_data
)
7281 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7283 ERR("Failed to allocate backend data.\n");
7287 shader_data
= shader
->backend_data
;
7288 gl_shaders
= shader_data
->gl_shaders
.gs
;
7290 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7292 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
7293 return gl_shaders
[i
].id
;
7296 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7298 if (shader_data
->num_gl_shaders
)
7300 new_size
= shader_data
->shader_array_size
+ 1;
7301 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
7302 new_size
* sizeof(*new_array
));
7306 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
7312 ERR("Failed to allocate GL shaders array.\n");
7315 shader_data
->gl_shaders
.gs
= new_array
;
7316 shader_data
->shader_array_size
= new_size
;
7317 gl_shaders
= new_array
;
7319 string_buffer_clear(&priv
->shader_buffer
);
7320 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
7321 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7322 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7327 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
7328 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7329 struct wined3d_shader
*shader
)
7331 struct glsl_cs_compiled_shader
*gl_shaders
;
7332 struct glsl_shader_private
*shader_data
;
7335 if (!shader
->backend_data
)
7337 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7339 ERR("Failed to allocate backend data.\n");
7343 shader_data
= shader
->backend_data
;
7344 gl_shaders
= shader_data
->gl_shaders
.cs
;
7346 /* No shader variants are used for compute shaders. */
7347 if (shader_data
->num_gl_shaders
)
7348 return gl_shaders
[0].id
;
7350 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7352 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
7354 ERR("Failed to allocate GL shader array.\n");
7357 shader_data
->shader_array_size
= 1;
7358 gl_shaders
= shader_data
->gl_shaders
.cs
;
7360 string_buffer_clear(buffer
);
7361 ret
= shader_glsl_generate_compute_shader(context
, buffer
, string_buffers
, shader
);
7362 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7367 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
7371 case WINED3D_MCS_MATERIAL
:
7373 case WINED3D_MCS_COLOR1
:
7374 return "ffp_attrib_diffuse";
7375 case WINED3D_MCS_COLOR2
:
7376 return "ffp_attrib_specular";
7378 ERR("Invalid material color source %#x.\n", mcs
);
7383 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
7384 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
7386 const char *diffuse
, *specular
, *emissive
, *ambient
;
7387 unsigned int i
, idx
;
7389 if (!settings
->lighting
)
7391 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
7392 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
7396 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
7397 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
7398 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
7399 shader_addline(buffer
, "vec3 dir, dst;\n");
7400 shader_addline(buffer
, "float att, t;\n");
7402 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
7403 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
7404 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
7405 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
7408 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
7410 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7411 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7412 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7413 shader_addline(buffer
, "dst.x = 1.0;\n");
7414 if (legacy_lighting
)
7416 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7417 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7421 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7423 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7424 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
7425 if (!legacy_lighting
)
7426 shader_addline(buffer
, "att = 1.0 / att;\n");
7427 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7428 if (!settings
->normal
)
7430 if (!legacy_lighting
)
7431 shader_addline(buffer
, "}\n");
7434 shader_addline(buffer
, "dir = normalize(dir);\n");
7435 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7436 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7437 if (settings
->localviewer
)
7438 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7440 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7441 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7442 " * ffp_light[%u].specular) * att;\n", idx
);
7443 if (!legacy_lighting
)
7444 shader_addline(buffer
, "}\n");
7447 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
7449 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7450 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7451 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7452 shader_addline(buffer
, "dst.x = 1.0;\n");
7453 if (legacy_lighting
)
7455 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7456 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7460 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7462 shader_addline(buffer
, "dir = normalize(dir);\n");
7463 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
7464 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
7465 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
7466 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
7467 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
7468 idx
, idx
, idx
, idx
);
7469 if (legacy_lighting
)
7470 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7471 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7474 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7475 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7477 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7478 if (!settings
->normal
)
7480 if (!legacy_lighting
)
7481 shader_addline(buffer
, "}\n");
7484 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7485 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7486 if (settings
->localviewer
)
7487 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7489 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7490 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7491 " * ffp_light[%u].specular) * att;\n", idx
);
7492 if (!legacy_lighting
)
7493 shader_addline(buffer
, "}\n");
7496 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
7498 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7499 if (!settings
->normal
)
7501 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
7502 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7503 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7504 /* TODO: In the non-local viewer case the halfvector is constant
7505 * and could be precomputed and stored in a uniform. */
7506 if (settings
->localviewer
)
7507 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7509 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7510 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7511 " * ffp_light[%u].specular;\n", idx
);
7514 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
7516 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7517 if (!settings
->normal
)
7519 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
7520 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7521 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7522 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7523 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7524 " * ffp_light[%u].specular;\n", idx
);
7527 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
7528 ambient
, diffuse
, emissive
);
7529 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
7530 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
7533 /* Context activation is done by the caller. */
7534 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7535 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7537 static const struct attrib_info
7540 const char name
[24];
7544 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
7545 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
7546 /* TODO: Indexed vertex blending */
7547 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
7548 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
7549 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
7550 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
7551 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
7553 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7554 BOOL legacy_lighting
= priv
->legacy_lighting
;
7557 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7558 BOOL output_legacy_fogcoord
= legacy_context
;
7560 string_buffer_clear(buffer
);
7562 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
7564 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7565 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7567 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
7569 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
7571 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7572 shader_addline(buffer
, "layout(location = %u) ", i
);
7573 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
7575 shader_addline(buffer
, "\n");
7577 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
7578 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
7579 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
7580 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
7582 shader_addline(buffer
, "uniform struct\n{\n");
7583 shader_addline(buffer
, " vec4 emissive;\n");
7584 shader_addline(buffer
, " vec4 ambient;\n");
7585 shader_addline(buffer
, " vec4 diffuse;\n");
7586 shader_addline(buffer
, " vec4 specular;\n");
7587 shader_addline(buffer
, " float shininess;\n");
7588 shader_addline(buffer
, "} ffp_material;\n");
7590 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
7591 shader_addline(buffer
, "uniform struct\n{\n");
7592 shader_addline(buffer
, " vec4 diffuse;\n");
7593 shader_addline(buffer
, " vec4 specular;\n");
7594 shader_addline(buffer
, " vec4 ambient;\n");
7595 shader_addline(buffer
, " vec4 position;\n");
7596 shader_addline(buffer
, " vec3 direction;\n");
7597 shader_addline(buffer
, " float range;\n");
7598 shader_addline(buffer
, " float falloff;\n");
7599 shader_addline(buffer
, " float c_att;\n");
7600 shader_addline(buffer
, " float l_att;\n");
7601 shader_addline(buffer
, " float q_att;\n");
7602 shader_addline(buffer
, " float cos_htheta;\n");
7603 shader_addline(buffer
, " float cos_hphi;\n");
7604 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
7606 if (settings
->point_size
)
7608 shader_addline(buffer
, "uniform struct\n{\n");
7609 shader_addline(buffer
, " float size;\n");
7610 shader_addline(buffer
, " float size_min;\n");
7611 shader_addline(buffer
, " float size_max;\n");
7612 shader_addline(buffer
, " float c_att;\n");
7613 shader_addline(buffer
, " float l_att;\n");
7614 shader_addline(buffer
, " float q_att;\n");
7615 shader_addline(buffer
, "} ffp_point;\n");
7620 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7621 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7622 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7623 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7627 if (settings
->clipping
)
7628 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7630 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7631 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7632 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7633 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7636 shader_addline(buffer
, "\nvoid main()\n{\n");
7637 shader_addline(buffer
, "float m;\n");
7638 shader_addline(buffer
, "vec3 r;\n");
7640 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
7642 if (attrib_info
[i
].name
[0])
7643 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
7644 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
7646 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7648 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
7649 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
7650 && settings
->texcoords
& (1u << i
))
7651 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
7654 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
7656 if (settings
->transformed
)
7658 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
7659 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7660 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
7664 for (i
= 0; i
< settings
->vertexblends
; ++i
)
7665 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
7667 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
7668 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7669 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
7671 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7672 if (settings
->clipping
)
7674 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7675 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
7677 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7678 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
7680 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
7683 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
7684 if (settings
->normal
)
7686 if (!settings
->vertexblends
)
7688 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
7692 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7693 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
7696 if (settings
->normalize
)
7697 shader_addline(buffer
, "normal = normalize(normal);\n");
7700 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
7703 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
7704 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
7708 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
7709 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
7712 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7714 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7716 switch (settings
->texgen
[i
] & 0xffff0000)
7718 case WINED3DTSS_TCI_PASSTHRU
:
7719 if (settings
->texcoords
& (1u << i
))
7720 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
7722 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
7723 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
7725 output_legacy_texcoord
= FALSE
;
7728 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
7729 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
7732 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
7733 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
7736 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
7737 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7738 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
7741 case WINED3DTSS_TCI_SPHEREMAP
:
7742 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
7743 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
7744 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7745 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
7749 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
7752 if (output_legacy_texcoord
)
7753 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
7756 switch (settings
->fog_mode
)
7758 case WINED3D_FFP_VS_FOG_OFF
:
7759 output_legacy_fogcoord
= FALSE
;
7762 case WINED3D_FFP_VS_FOG_FOGCOORD
:
7763 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7766 case WINED3D_FFP_VS_FOG_RANGE
:
7767 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7770 case WINED3D_FFP_VS_FOG_DEPTH
:
7771 if (settings
->ortho_fog
)
7773 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
7774 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
7776 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7777 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7779 else if (settings
->transformed
)
7781 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
7785 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7790 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
7793 if (output_legacy_fogcoord
)
7794 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7796 if (settings
->point_size
)
7798 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7799 " + ffp_point.l_att * length(ec_pos.xyz)"
7800 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7801 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
7802 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7805 shader_addline(buffer
, "}\n");
7807 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7808 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
7813 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7814 DWORD argnum
, unsigned int stage
, DWORD arg
)
7818 if (arg
== ARG_UNUSED
)
7819 return "<unused arg>";
7821 switch (arg
& WINED3DTA_SELECTMASK
)
7823 case WINED3DTA_DIFFUSE
:
7824 ret
= "ffp_varying_diffuse";
7827 case WINED3DTA_CURRENT
:
7831 case WINED3DTA_TEXTURE
:
7834 case 0: ret
= "tex0"; break;
7835 case 1: ret
= "tex1"; break;
7836 case 2: ret
= "tex2"; break;
7837 case 3: ret
= "tex3"; break;
7838 case 4: ret
= "tex4"; break;
7839 case 5: ret
= "tex5"; break;
7840 case 6: ret
= "tex6"; break;
7841 case 7: ret
= "tex7"; break;
7843 ret
= "<invalid texture>";
7848 case WINED3DTA_TFACTOR
:
7852 case WINED3DTA_SPECULAR
:
7853 ret
= "ffp_varying_specular";
7856 case WINED3DTA_TEMP
:
7860 case WINED3DTA_CONSTANT
:
7863 case 0: ret
= "tss_const0"; break;
7864 case 1: ret
= "tss_const1"; break;
7865 case 2: ret
= "tss_const2"; break;
7866 case 3: ret
= "tss_const3"; break;
7867 case 4: ret
= "tss_const4"; break;
7868 case 5: ret
= "tss_const5"; break;
7869 case 6: ret
= "tss_const6"; break;
7870 case 7: ret
= "tss_const7"; break;
7872 ret
= "<invalid constant>";
7878 return "<unhandled arg>";
7881 if (arg
& WINED3DTA_COMPLEMENT
)
7883 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7886 else if (argnum
== 1)
7888 else if (argnum
== 2)
7892 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7894 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7897 else if (argnum
== 1)
7899 else if (argnum
== 2)
7906 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7907 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7909 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7919 dstreg
= "temp_reg";
7923 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7924 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7925 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7929 case WINED3D_TOP_DISABLE
:
7932 case WINED3D_TOP_SELECT_ARG1
:
7933 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7936 case WINED3D_TOP_SELECT_ARG2
:
7937 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7940 case WINED3D_TOP_MODULATE
:
7941 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7944 case WINED3D_TOP_MODULATE_4X
:
7945 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7946 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7949 case WINED3D_TOP_MODULATE_2X
:
7950 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7951 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7954 case WINED3D_TOP_ADD
:
7955 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7956 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7959 case WINED3D_TOP_ADD_SIGNED
:
7960 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7961 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7964 case WINED3D_TOP_ADD_SIGNED_2X
:
7965 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7966 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7969 case WINED3D_TOP_SUBTRACT
:
7970 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7971 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7974 case WINED3D_TOP_ADD_SMOOTH
:
7975 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7976 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7979 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7980 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7981 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7982 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7985 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7986 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7987 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7988 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7991 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7992 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7993 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7994 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7997 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7998 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7999 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
8000 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
8003 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
8004 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
8005 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
8006 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
8009 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
8010 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
8011 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
8014 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
8015 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
8016 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
8019 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
8020 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
8021 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
8023 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
8024 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
8025 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
8028 case WINED3D_TOP_BUMPENVMAP
:
8029 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
8030 /* These are handled in the first pass, nothing to do. */
8033 case WINED3D_TOP_DOTPRODUCT3
:
8034 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
8035 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
8038 case WINED3D_TOP_MULTIPLY_ADD
:
8039 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
8040 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
8043 case WINED3D_TOP_LERP
:
8044 /* MSDN isn't quite right here. */
8045 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
8046 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
8050 FIXME("Unhandled operation %#x.\n", op
);
8055 /* Context activation is done by the caller. */
8056 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8057 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8059 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
8060 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
8061 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8062 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8063 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
8064 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
8065 UINT lowest_disabled_stage
;
8067 DWORD arg0
, arg1
, arg2
;
8070 string_buffer_clear(buffer
);
8072 /* Find out which textures are read */
8073 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8075 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8078 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
8079 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
8080 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
8082 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
8083 || (stage
== 0 && settings
->color_key_enabled
))
8084 tex_map
|= 1u << stage
;
8085 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
8086 tfactor_used
= TRUE
;
8087 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
8088 tempreg_used
= TRUE
;
8089 if (settings
->op
[stage
].dst
== tempreg
)
8090 tempreg_used
= TRUE
;
8091 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
8092 tss_const_map
|= 1u << stage
;
8094 switch (settings
->op
[stage
].cop
)
8096 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
8097 lum_map
|= 1u << stage
;
8099 case WINED3D_TOP_BUMPENVMAP
:
8100 bump_map
|= 1u << stage
;
8102 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
8103 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
8104 tex_map
|= 1u << stage
;
8107 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
8108 tfactor_used
= TRUE
;
8115 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
8118 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
8119 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
8120 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
8122 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
8123 tex_map
|= 1u << stage
;
8124 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
8125 tfactor_used
= TRUE
;
8126 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
8127 tempreg_used
= TRUE
;
8128 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
8129 tss_const_map
|= 1u << stage
;
8131 lowest_disabled_stage
= stage
;
8133 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
8135 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
8136 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
8138 if (!needs_legacy_glsl_syntax(gl_info
))
8139 shader_addline(buffer
, "out vec4 ps_out[1];\n");
8141 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
8142 shader_addline(buffer
, "vec4 ret;\n");
8143 if (tempreg_used
|| settings
->sRGB_write
)
8144 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
8145 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
8147 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8149 if (tss_const_map
& (1u << stage
))
8150 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
8152 if (!(tex_map
& (1u << stage
)))
8155 switch (settings
->op
[stage
].tex_type
)
8157 case WINED3D_GL_RES_TYPE_TEX_1D
:
8158 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
8160 case WINED3D_GL_RES_TYPE_TEX_2D
:
8161 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
8163 case WINED3D_GL_RES_TYPE_TEX_3D
:
8164 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
8166 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
8167 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
8169 case WINED3D_GL_RES_TYPE_TEX_RECT
:
8170 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
8173 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
8177 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
8179 if (!(bump_map
& (1u << stage
)))
8181 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
8183 if (!(lum_map
& (1u << stage
)))
8185 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
8186 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
8189 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
8190 if (settings
->color_key_enabled
)
8191 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
8192 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
8194 if (settings
->sRGB_write
)
8196 shader_addline(buffer
, "const vec4 srgb_const0 = ");
8197 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
8198 shader_addline(buffer
, ";\n");
8199 shader_addline(buffer
, "const vec4 srgb_const1 = ");
8200 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
8201 shader_addline(buffer
, ";\n");
8204 shader_addline(buffer
, "uniform struct\n{\n");
8205 shader_addline(buffer
, " vec4 color;\n");
8206 shader_addline(buffer
, " float density;\n");
8207 shader_addline(buffer
, " float end;\n");
8208 shader_addline(buffer
, " float scale;\n");
8209 shader_addline(buffer
, "} ffp_fog;\n");
8211 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
8212 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
8216 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8217 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8218 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8219 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
8220 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8224 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8225 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8226 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8227 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
8228 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8231 shader_addline(buffer
, "void main()\n{\n");
8235 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
8236 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
8239 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8241 if (tex_map
& (1u << stage
))
8243 if (settings
->pointsprite
)
8244 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
8245 else if (settings
->texcoords_initialized
& (1u << stage
))
8246 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
8247 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
8249 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
8253 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
8254 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
8256 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
8257 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
8259 /* Generate texture sampling instructions */
8260 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
8262 const char *texture_function
, *coord_mask
;
8265 if (!(tex_map
& (1u << stage
)))
8268 if (settings
->op
[stage
].projected
== proj_none
)
8272 else if (settings
->op
[stage
].projected
== proj_count4
8273 || settings
->op
[stage
].projected
== proj_count3
)
8279 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
8283 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
8286 switch (settings
->op
[stage
].tex_type
)
8288 case WINED3D_GL_RES_TYPE_TEX_1D
:
8291 texture_function
= "texture1DProj";
8296 texture_function
= "texture1D";
8300 case WINED3D_GL_RES_TYPE_TEX_2D
:
8303 texture_function
= "texture2DProj";
8308 texture_function
= "texture2D";
8312 case WINED3D_GL_RES_TYPE_TEX_3D
:
8315 texture_function
= "texture3DProj";
8316 coord_mask
= "xyzw";
8320 texture_function
= "texture3D";
8324 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
8325 texture_function
= "textureCube";
8328 case WINED3D_GL_RES_TYPE_TEX_RECT
:
8331 texture_function
= "texture2DRectProj";
8336 texture_function
= "texture2DRect";
8341 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
8342 texture_function
= "";
8343 coord_mask
= "xyzw";
8346 if (!needs_legacy_glsl_syntax(gl_info
))
8347 texture_function
= proj
? "textureProj" : "texture";
8350 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
8351 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
8353 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
8355 /* With projective textures, texbem only divides the static
8356 * texture coord, not the displacement, so multiply the
8357 * displacement with the dividing parameter before passing it to
8359 if (settings
->op
[stage
].projected
!= proj_none
)
8361 if (settings
->op
[stage
].projected
== proj_count4
)
8363 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
8365 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
8369 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
8371 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
8376 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
8379 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
8380 stage
, texture_function
, stage
, coord_mask
);
8382 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8383 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
8384 stage
, stage
- 1, stage
- 1, stage
- 1);
8386 else if (settings
->op
[stage
].projected
== proj_count3
)
8388 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
8389 stage
, texture_function
, stage
, stage
);
8393 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
8394 stage
, texture_function
, stage
, stage
, coord_mask
);
8397 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
8398 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
8399 settings
->op
[stage
].color_fixup
);
8402 if (settings
->color_key_enabled
)
8404 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
8405 shader_addline(buffer
, " discard;\n");
8408 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
8410 /* Generate the main shader */
8411 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8415 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8418 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8419 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8420 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
8421 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8422 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8423 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
8424 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8425 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8426 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
8427 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8428 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8429 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8431 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
8432 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
8433 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
8434 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8436 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
8438 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8439 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8440 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8444 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
8445 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8446 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8448 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
8449 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8451 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8452 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8453 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8454 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
8455 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
8456 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
8460 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
8461 get_fragment_output(gl_info
));
8463 if (settings
->sRGB_write
)
8464 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
8466 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
8468 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
8470 shader_addline(buffer
, "}\n");
8472 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8473 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8475 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
8479 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8480 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
8482 struct glsl_ffp_vertex_shader
*shader
;
8483 const struct wine_rb_entry
*entry
;
8485 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
8486 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
8488 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
8491 shader
->desc
.settings
= *settings
;
8492 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
8493 list_init(&shader
->linked_programs
);
8494 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
8495 ERR("Failed to insert ffp vertex shader.\n");
8500 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8501 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
8503 struct glsl_ffp_fragment_shader
*glsl_desc
;
8504 const struct ffp_frag_desc
*desc
;
8506 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
8507 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
8509 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
8512 glsl_desc
->entry
.settings
= *args
;
8513 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
8514 list_init(&glsl_desc
->linked_programs
);
8515 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
8521 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8522 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
8525 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8527 for (i
= 0; i
< vs_c_count
; ++i
)
8529 string_buffer_sprintf(name
, "vs_c[%u]", i
);
8530 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8532 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
8534 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8536 string_buffer_sprintf(name
, "vs_i[%u]", i
);
8537 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8540 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8542 string_buffer_sprintf(name
, "vs_b[%u]", i
);
8543 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8546 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8548 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
8550 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
8551 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8553 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
8554 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
8555 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8557 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
8558 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8560 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
8561 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
8562 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
8563 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
8564 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
8565 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
8566 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
8568 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
8569 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8570 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
8571 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8572 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
8573 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8574 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
8575 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8576 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
8577 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8578 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
8579 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8580 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
8581 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8582 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
8583 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8584 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
8585 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8586 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
8587 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8588 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
8589 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8590 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
8591 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8593 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
8594 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
8595 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
8596 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
8597 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
8598 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
8599 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
8601 string_buffer_release(&priv
->string_buffers
, name
);
8604 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8605 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
8607 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8610 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8611 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
8614 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8616 for (i
= 0; i
< ps_c_count
; ++i
)
8618 string_buffer_sprintf(name
, "ps_c[%u]", i
);
8619 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8621 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
8623 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8625 string_buffer_sprintf(name
, "ps_i[%u]", i
);
8626 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8629 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8631 string_buffer_sprintf(name
, "ps_b[%u]", i
);
8632 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8635 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8637 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
8638 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8639 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
8640 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8641 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
8642 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8643 string_buffer_sprintf(name
, "tss_const%u", i
);
8644 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8647 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
8648 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
8650 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
8651 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
8652 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
8653 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
8655 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
8657 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
8658 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
8659 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
8661 string_buffer_release(&priv
->string_buffers
, name
);
8664 /* Context activation is done by the caller. */
8665 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
8666 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8668 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8669 struct glsl_shader_prog_link
*entry
= NULL
;
8670 struct wined3d_shader
*shader
;
8671 struct glsl_program_key key
;
8672 GLuint program_id
, cs_id
;
8674 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
8677 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
8679 WARN("Compute shader is NULL.\n");
8680 ctx_data
->glsl_program
= NULL
;
8684 cs_id
= find_glsl_compute_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, shader
);
8685 memset(&key
, 0, sizeof(key
));
8687 if ((entry
= get_glsl_program_entry(priv
, &key
)))
8689 ctx_data
->glsl_program
= entry
;
8693 program_id
= GL_EXTCALL(glCreateProgram());
8694 TRACE("Created new GLSL shader program %u.\n", program_id
);
8696 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
8698 ERR("Out of memory.\n");
8701 entry
->id
= program_id
;
8705 entry
->cs
.id
= cs_id
;
8706 entry
->constant_version
= 0;
8707 entry
->ps
.np2_fixup_info
= NULL
;
8708 add_glsl_program_entry(priv
, entry
);
8710 ctx_data
->glsl_program
= entry
;
8712 TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id
, program_id
);
8713 GL_EXTCALL(glAttachShader(program_id
, cs_id
));
8714 checkGLcall("glAttachShader");
8716 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
8718 TRACE("Linking GLSL shader program %u.\n", program_id
);
8719 GL_EXTCALL(glLinkProgram(program_id
));
8720 shader_glsl_validate_link(gl_info
, program_id
);
8722 GL_EXTCALL(glUseProgram(program_id
));
8723 checkGLcall("glUseProgram");
8724 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
8725 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8727 entry
->constant_update_mask
= 0;
8730 /* Context activation is done by the caller. */
8731 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
8732 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8734 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8735 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
8736 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
8737 struct glsl_shader_prog_link
*entry
= NULL
;
8738 struct wined3d_shader
*vshader
= NULL
;
8739 struct wined3d_shader
*gshader
= NULL
;
8740 struct wined3d_shader
*pshader
= NULL
;
8741 GLuint reorder_shader_id
= 0;
8742 struct glsl_program_key key
;
8748 struct list
*ps_list
, *vs_list
;
8750 struct wined3d_string_buffer
*tmp_name
;
8752 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
8754 vs_id
= ctx_data
->glsl_program
->vs
.id
;
8755 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
8759 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8760 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8762 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8763 && ctx_data
->glsl_program
->gs
.id
)
8765 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8769 struct gs_compile_args args
;
8771 find_gs_compile_args(state
, gshader
, &args
);
8772 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
8776 else if (use_vs(state
))
8778 struct vs_compile_args vs_compile_args
;
8780 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8781 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8783 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
8784 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
8785 vs_list
= &vshader
->linked_programs
;
8787 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8788 && ctx_data
->glsl_program
->gs
.id
)
8790 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8794 struct gs_compile_args gs_compile_args
;
8796 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
8797 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
8800 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
8802 struct glsl_ffp_vertex_shader
*ffp_shader
;
8803 struct wined3d_ffp_vs_settings settings
;
8805 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
8806 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
8807 vs_id
= ffp_shader
->id
;
8808 vs_list
= &ffp_shader
->linked_programs
;
8811 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
8813 ps_id
= ctx_data
->glsl_program
->ps
.id
;
8814 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
8817 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8819 else if (use_ps(state
))
8821 struct ps_compile_args ps_compile_args
;
8822 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8823 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
8824 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
8825 pshader
, &ps_compile_args
, &np2fixup_info
);
8826 ps_list
= &pshader
->linked_programs
;
8828 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
8830 struct glsl_ffp_fragment_shader
*ffp_shader
;
8831 struct ffp_frag_settings settings
;
8833 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
8834 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
8835 ps_id
= ffp_shader
->id
;
8836 ps_list
= &ffp_shader
->linked_programs
;
8843 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
8845 ctx_data
->glsl_program
= entry
;
8849 /* If we get to this point, then no matching program exists, so we create one */
8850 program_id
= GL_EXTCALL(glCreateProgram());
8851 TRACE("Created new GLSL shader program %u.\n", program_id
);
8853 /* Create the entry */
8854 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
8855 entry
->id
= program_id
;
8856 entry
->vs
.id
= vs_id
;
8857 entry
->gs
.id
= gs_id
;
8858 entry
->ps
.id
= ps_id
;
8860 entry
->constant_version
= 0;
8861 entry
->ps
.np2_fixup_info
= np2fixup_info
;
8862 /* Add the hash table entry */
8863 add_glsl_program_entry(priv
, entry
);
8865 /* Set the current program */
8866 ctx_data
->glsl_program
= entry
;
8868 /* Attach GLSL vshader */
8871 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
8872 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8873 checkGLcall("glAttachShader");
8875 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8880 attribs_map
= vshader
->reg_maps
.input_registers
;
8881 if (vshader
->reg_maps
.shader_version
.major
< 4)
8883 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8884 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8885 d3d_info
->emulated_flatshading
8886 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8887 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8888 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8889 checkGLcall("glAttachShader");
8890 /* Flag the reorder function for deletion, it will be freed
8891 * automatically when the program is destroyed. */
8892 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8897 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8900 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8902 /* Bind vertex attributes to a corresponding index number to match
8903 * the same index numbers as ARB_vertex_programs (makes loading
8904 * vertex attributes simpler). With this method, we can use the
8905 * exact same code to load the attributes later for both ARB and
8908 * We have to do this here because we need to know the Program ID
8909 * in order to make the bindings work, and it has to be done prior
8910 * to linking the GLSL program. */
8911 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8912 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8914 if (!(attribs_map
& 1))
8917 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8918 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8919 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8921 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8922 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8923 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8924 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8927 checkGLcall("glBindAttribLocation");
8928 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8933 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8934 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8935 checkGLcall("glAttachShader");
8937 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8939 TRACE("input type %s, output type %s, vertices out %u.\n",
8940 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8941 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8942 gshader
->u
.gs
.vertices_out
);
8943 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8944 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8945 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8946 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8947 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8948 gshader
->u
.gs
.vertices_out
));
8949 checkGLcall("glProgramParameteriARB");
8952 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8955 /* Attach GLSL pshader */
8958 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8959 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8960 checkGLcall("glAttachShader");
8962 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8965 /* Link the program */
8966 TRACE("Linking GLSL shader program %u.\n", program_id
);
8967 GL_EXTCALL(glLinkProgram(program_id
));
8968 shader_glsl_validate_link(gl_info
, program_id
);
8970 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8971 vshader
? vshader
->limits
->constant_float
: 0);
8972 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8973 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8974 pshader
? pshader
->limits
->constant_float
: 0);
8975 checkGLcall("Find glsl program uniform locations");
8977 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8979 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8980 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8982 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8983 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8987 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8992 /* With core profile we never change vertex_color_clamp from
8993 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8994 * glClampColorARB(). */
8995 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8998 /* Set the shader to allow uniform loading on it */
8999 GL_EXTCALL(glUseProgram(program_id
));
9000 checkGLcall("glUseProgram");
9002 entry
->constant_update_mask
= 0;
9005 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
9006 if (vshader
->reg_maps
.integer_constants
)
9007 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
9008 if (vshader
->reg_maps
.boolean_constants
)
9009 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
9010 if (entry
->vs
.pos_fixup_location
!= -1)
9011 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9013 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
9017 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9018 | WINED3D_SHADER_CONST_FFP_PROJ
;
9020 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
9022 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
9024 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9029 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9031 if (entry
->vs
.texture_matrix_location
[i
] != -1)
9033 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9037 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
9038 || entry
->vs
.material_specular_location
!= -1
9039 || entry
->vs
.material_emissive_location
!= -1
9040 || entry
->vs
.material_shininess_location
!= -1)
9041 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9042 if (entry
->vs
.light_ambient_location
!= -1)
9043 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9045 if (entry
->vs
.clip_planes_location
!= -1)
9046 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9047 if (entry
->vs
.pointsize_min_location
!= -1)
9048 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9052 if (entry
->gs
.pos_fixup_location
!= -1)
9053 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9055 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
9062 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
9063 if (pshader
->reg_maps
.integer_constants
)
9064 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
9065 if (pshader
->reg_maps
.boolean_constants
)
9066 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
9067 if (entry
->ps
.ycorrection_location
!= -1)
9068 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
9070 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
9071 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
9075 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9077 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
,
9078 shader_glsl_get_prefix(WINED3D_SHADER_TYPE_PIXEL
),
9079 0, MAX_TEXTURES
, context
->tex_unit_map
);
9082 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9084 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
9086 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
9091 if (entry
->ps
.fog_color_location
!= -1)
9092 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9093 if (entry
->ps
.alpha_test_ref_location
!= -1)
9094 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9095 if (entry
->ps
.np2_fixup_location
!= -1)
9096 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
9097 if (entry
->ps
.color_key_location
!= -1)
9098 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9102 /* Context activation is done by the caller. */
9103 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
9104 const struct wined3d_state
*state
)
9106 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9107 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9108 struct shader_glsl_priv
*priv
= shader_priv
;
9109 GLenum current_vertex_color_clamp
;
9110 GLuint program_id
, prev_id
;
9112 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
9113 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
9115 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
9117 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
9119 if (ctx_data
->glsl_program
)
9121 program_id
= ctx_data
->glsl_program
->id
;
9122 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
9127 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9130 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
9132 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
9133 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
9135 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
9136 checkGLcall("glClampColorARB");
9140 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
9144 TRACE("Using GLSL program %u.\n", program_id
);
9146 if (prev_id
!= program_id
)
9148 GL_EXTCALL(glUseProgram(program_id
));
9149 checkGLcall("glUseProgram");
9152 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
9155 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
9158 /* Context activation is done by the caller. */
9159 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
9160 const struct wined3d_state
*state
)
9162 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9163 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9164 struct shader_glsl_priv
*priv
= shader_priv
;
9165 GLuint program_id
, prev_id
;
9167 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
9168 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
9169 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
9171 TRACE("Using GLSL program %u.\n", program_id
);
9173 if (prev_id
!= program_id
)
9175 GL_EXTCALL(glUseProgram(program_id
));
9176 checkGLcall("glUseProgram");
9179 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
9180 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
9181 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
9182 | (1u << WINED3D_SHADER_TYPE_HULL
)
9183 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
9186 /* "context" is not necessarily the currently active context. */
9187 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
9189 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9191 ctx_data
->glsl_program
= NULL
;
9192 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
9193 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
9194 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
9195 | (1u << WINED3D_SHADER_TYPE_HULL
)
9196 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
9197 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
9200 /* Context activation is done by the caller. */
9201 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
9203 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9204 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9205 struct shader_glsl_priv
*priv
= shader_priv
;
9207 shader_glsl_invalidate_current_program(context
);
9208 GL_EXTCALL(glUseProgram(0));
9209 checkGLcall("glUseProgram");
9211 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
9212 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
9214 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
9216 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9217 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
9218 checkGLcall("glClampColorARB");
9222 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
9223 const struct glsl_shader_prog_link
*program
)
9225 const struct glsl_context_data
*ctx_data
;
9226 struct wined3d_context
*context
;
9229 for (i
= 0; i
< device
->context_count
; ++i
)
9231 context
= device
->contexts
[i
];
9232 ctx_data
= context
->shader_backend_data
;
9234 if (ctx_data
->glsl_program
== program
)
9235 shader_glsl_invalidate_current_program(context
);
9239 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
9241 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
9242 struct wined3d_device
*device
= shader
->device
;
9243 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9244 const struct wined3d_gl_info
*gl_info
;
9245 const struct list
*linked_programs
;
9246 struct wined3d_context
*context
;
9248 if (!shader_data
|| !shader_data
->num_gl_shaders
)
9250 HeapFree(GetProcessHeap(), 0, shader_data
);
9251 shader
->backend_data
= NULL
;
9255 context
= context_acquire(device
, NULL
, 0);
9256 gl_info
= context
->gl_info
;
9258 TRACE("Deleting linked programs.\n");
9259 linked_programs
= &shader
->linked_programs
;
9260 if (linked_programs
->next
)
9262 struct glsl_shader_prog_link
*entry
, *entry2
;
9265 switch (shader
->reg_maps
.shader_version
.type
)
9267 case WINED3D_SHADER_TYPE_PIXEL
:
9269 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
9271 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9273 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
9274 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9275 checkGLcall("glDeleteShader");
9277 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
9279 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9280 struct glsl_shader_prog_link
, ps
.shader_entry
)
9282 shader_glsl_invalidate_contexts_program(device
, entry
);
9283 delete_glsl_program_entry(priv
, gl_info
, entry
);
9289 case WINED3D_SHADER_TYPE_VERTEX
:
9291 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
9293 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9295 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
9296 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9297 checkGLcall("glDeleteShader");
9299 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
9301 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9302 struct glsl_shader_prog_link
, vs
.shader_entry
)
9304 shader_glsl_invalidate_contexts_program(device
, entry
);
9305 delete_glsl_program_entry(priv
, gl_info
, entry
);
9311 case WINED3D_SHADER_TYPE_GEOMETRY
:
9313 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
9315 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9317 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
9318 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9319 checkGLcall("glDeleteShader");
9321 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
9323 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9324 struct glsl_shader_prog_link
, gs
.shader_entry
)
9326 shader_glsl_invalidate_contexts_program(device
, entry
);
9327 delete_glsl_program_entry(priv
, gl_info
, entry
);
9333 case WINED3D_SHADER_TYPE_COMPUTE
:
9335 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
9337 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9339 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
9340 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9341 checkGLcall("glDeleteShader");
9343 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
9345 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9346 struct glsl_shader_prog_link
, cs
.shader_entry
)
9348 shader_glsl_invalidate_contexts_program(device
, entry
);
9349 delete_glsl_program_entry(priv
, gl_info
, entry
);
9356 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
9361 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9362 shader
->backend_data
= NULL
;
9364 context_release(context
);
9367 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
9369 const struct glsl_program_key
*k
= key
;
9370 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
9371 const struct glsl_shader_prog_link
, program_lookup_entry
);
9373 if (k
->vs_id
> prog
->vs
.id
) return 1;
9374 else if (k
->vs_id
< prog
->vs
.id
) return -1;
9376 if (k
->gs_id
> prog
->gs
.id
) return 1;
9377 else if (k
->gs_id
< prog
->gs
.id
) return -1;
9379 if (k
->ps_id
> prog
->ps
.id
) return 1;
9380 else if (k
->ps_id
< prog
->ps
.id
) return -1;
9382 if (k
->cs_id
> prog
->cs
.id
) return 1;
9383 else if (k
->cs_id
< prog
->cs
.id
) return -1;
9388 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
9390 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
9391 + constant_count
* sizeof(*heap
->contained
)
9392 + constant_count
* sizeof(*heap
->positions
);
9393 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
9397 ERR("Failed to allocate memory\n");
9401 heap
->entries
= mem
;
9402 heap
->entries
[1].version
= 0;
9403 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
9404 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
9405 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
9411 static void constant_heap_free(struct constant_heap
*heap
)
9413 HeapFree(GetProcessHeap(), 0, heap
->entries
);
9416 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
9417 const struct fragment_pipeline
*fragment_pipe
)
9419 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
9420 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
9421 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
9422 struct fragment_caps fragment_caps
;
9423 void *vertex_priv
, *fragment_priv
;
9425 string_buffer_list_init(&priv
->string_buffers
);
9427 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
9429 ERR("Failed to initialize vertex pipe.\n");
9430 HeapFree(GetProcessHeap(), 0, priv
);
9434 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
9436 ERR("Failed to initialize fragment pipe.\n");
9437 vertex_pipe
->vp_free(device
);
9438 HeapFree(GetProcessHeap(), 0, priv
);
9442 if (!string_buffer_init(&priv
->shader_buffer
))
9444 ERR("Failed to initialize shader buffer.\n");
9448 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
9450 ERR("Failed to allocate memory.\n");
9454 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
9456 ERR("Failed to initialize vertex shader constant heap\n");
9460 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
9462 ERR("Failed to initialize pixel shader constant heap\n");
9466 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
9468 priv
->next_constant_version
= 1;
9469 priv
->vertex_pipe
= vertex_pipe
;
9470 priv
->fragment_pipe
= fragment_pipe
;
9471 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
9472 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
9473 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
9475 device
->vertex_priv
= vertex_priv
;
9476 device
->fragment_priv
= fragment_priv
;
9477 device
->shader_priv
= priv
;
9482 constant_heap_free(&priv
->pconst_heap
);
9483 constant_heap_free(&priv
->vconst_heap
);
9484 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9485 string_buffer_free(&priv
->shader_buffer
);
9486 fragment_pipe
->free_private(device
);
9487 vertex_pipe
->vp_free(device
);
9488 HeapFree(GetProcessHeap(), 0, priv
);
9489 return E_OUTOFMEMORY
;
9492 /* Context activation is done by the caller. */
9493 static void shader_glsl_free(struct wined3d_device
*device
)
9495 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9497 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
9498 constant_heap_free(&priv
->pconst_heap
);
9499 constant_heap_free(&priv
->vconst_heap
);
9500 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9501 string_buffer_list_cleanup(&priv
->string_buffers
);
9502 string_buffer_free(&priv
->shader_buffer
);
9503 priv
->fragment_pipe
->free_private(device
);
9504 priv
->vertex_pipe
->vp_free(device
);
9506 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
9507 device
->shader_priv
= NULL
;
9510 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
9512 struct glsl_context_data
*ctx_data
;
9513 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
9515 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9516 context
->shader_backend_data
= ctx_data
;
9520 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
9522 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
9525 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
9527 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9529 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
9530 checkGLcall("GL_PROGRAM_POINT_SIZE");
9533 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
9537 /* FIXME: Check for the specific extensions required for SM5 support
9538 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
9539 * soon as we introduce them, adjusting the GL / GLSL version checks
9541 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
9542 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
9543 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
9544 && gl_info
->supported
[ARB_GPU_SHADER5
]
9545 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
9546 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
9547 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
9548 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
9550 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
9551 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
9552 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
9554 /* Support for texldd and texldl instructions in pixel shaders is required
9556 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
9560 TRACE("Shader model %u.\n", shader_model
);
9562 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
9563 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
9564 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
9565 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
9566 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
9567 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
9569 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
9570 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
9572 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
9573 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
9574 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
9576 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
9577 * Direct3D minimum requirement.
9579 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
9580 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
9582 * The problem is that the refrast clamps temporary results in the shader to
9583 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
9584 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
9585 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
9586 * offer a way to query this.
9588 if (shader_model
>= 4)
9589 caps
->ps_1x_max_value
= FLT_MAX
;
9591 caps
->ps_1x_max_value
= 1024.0f
;
9593 /* Ideally we'd only set caps like sRGB writes here if supported by both
9594 * the shader backend and the fragment pipe, but we can get called before
9595 * shader_glsl_alloc(). */
9596 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
9597 | WINED3D_SHADER_CAP_SRGB_WRITE
;
9600 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
9602 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
9604 TRACE("Checking support for fixup:\n");
9605 dump_color_fixup_desc(fixup
);
9608 /* We support everything except YUV conversions. */
9609 if (!is_complex_fixup(fixup
))
9615 TRACE("[FAILED]\n");
9619 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
9621 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
9622 /* WINED3DSIH_ADD */ shader_glsl_binop
,
9623 /* WINED3DSIH_AND */ shader_glsl_binop
,
9624 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
9625 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
9626 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
9627 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
9628 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
9629 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
9630 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
9631 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
9632 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
9633 /* WINED3DSIH_BEM */ shader_glsl_bem
,
9634 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
9635 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
9636 /* WINED3DSIH_BREAK */ shader_glsl_break
,
9637 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
9638 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
9639 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
9640 /* WINED3DSIH_CALL */ shader_glsl_call
,
9641 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
9642 /* WINED3DSIH_CASE */ shader_glsl_case
,
9643 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
9644 /* WINED3DSIH_CND */ shader_glsl_cnd
,
9645 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
9646 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
9647 /* WINED3DSIH_CRS */ shader_glsl_cross
,
9648 /* WINED3DSIH_CUT */ shader_glsl_cut
,
9649 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
9650 /* WINED3DSIH_DCL */ shader_glsl_nop
,
9651 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
9652 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
9653 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
9654 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
9655 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
9656 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL
,
9657 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
9658 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
9659 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL
,
9660 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
9661 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
9662 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
9663 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
9664 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
9665 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
9666 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
9667 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
9668 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
9669 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
9670 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
9671 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
9672 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
9673 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
9674 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
9675 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
9676 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
9677 /* WINED3DSIH_DCL_STREAM */ NULL
,
9678 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
9679 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
9680 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
9681 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
9682 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
9683 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
9684 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
9685 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
9686 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
9687 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
9688 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
9689 /* WINED3DSIH_DEF */ shader_glsl_nop
,
9690 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
9691 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
9692 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
9693 /* WINED3DSIH_DIV */ shader_glsl_binop
,
9694 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
9695 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
9696 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
9697 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
9698 /* WINED3DSIH_DST */ shader_glsl_dst
,
9699 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
9700 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
9701 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
9702 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
9703 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
9704 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
9705 /* WINED3DSIH_ELSE */ shader_glsl_else
,
9706 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
9707 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
9708 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
9709 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
9710 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
9711 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
9712 /* WINED3DSIH_EQ */ shader_glsl_relop
,
9713 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
9714 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
9715 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
9716 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
9717 /* WINED3DSIH_FCALL */ NULL
,
9718 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
9719 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
9720 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
9721 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
9722 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
9723 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
9724 /* WINED3DSIH_GATHER4 */ NULL
,
9725 /* WINED3DSIH_GATHER4_C */ NULL
,
9726 /* WINED3DSIH_GE */ shader_glsl_relop
,
9727 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
9728 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
9729 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
9730 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
9731 /* WINED3DSIH_IADD */ shader_glsl_binop
,
9732 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
9733 /* WINED3DSIH_IF */ shader_glsl_if
,
9734 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
9735 /* WINED3DSIH_IGE */ shader_glsl_relop
,
9736 /* WINED3DSIH_ILT */ shader_glsl_relop
,
9737 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
9738 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
9739 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
9740 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
9741 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
9742 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
9743 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
9744 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
9745 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
9746 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
9747 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
9748 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
9749 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
9750 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
9751 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
9752 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
9753 /* WINED3DSIH_INE */ shader_glsl_relop
,
9754 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
9755 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
9756 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
9757 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
9758 /* WINED3DSIH_LABEL */ shader_glsl_label
,
9759 /* WINED3DSIH_LD */ shader_glsl_ld
,
9760 /* WINED3DSIH_LD2DMS */ NULL
,
9761 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
9762 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
9763 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
9764 /* WINED3DSIH_LIT */ shader_glsl_lit
,
9765 /* WINED3DSIH_LOD */ NULL
,
9766 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
9767 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
9768 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
9769 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
9770 /* WINED3DSIH_LT */ shader_glsl_relop
,
9771 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
9772 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
9773 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
9774 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
9775 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
9776 /* WINED3DSIH_MAD */ shader_glsl_mad
,
9777 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
9778 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
9779 /* WINED3DSIH_MOV */ shader_glsl_mov
,
9780 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
9781 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
9782 /* WINED3DSIH_MUL */ shader_glsl_binop
,
9783 /* WINED3DSIH_NE */ shader_glsl_relop
,
9784 /* WINED3DSIH_NOP */ shader_glsl_nop
,
9785 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
9786 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
9787 /* WINED3DSIH_OR */ shader_glsl_binop
,
9788 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
9789 /* WINED3DSIH_POW */ shader_glsl_pow
,
9790 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
9791 /* WINED3DSIH_REP */ shader_glsl_rep
,
9792 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
9793 /* WINED3DSIH_RET */ shader_glsl_ret
,
9794 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
9795 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
9796 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9797 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9798 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9799 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9800 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9801 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9802 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9803 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9804 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9805 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9806 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9807 /* WINED3DSIH_SETP */ NULL
,
9808 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9809 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9810 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9811 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9812 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9813 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
9814 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
9815 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
9816 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9817 /* WINED3DSIH_SWAPC */ NULL
,
9818 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9819 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
9820 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9821 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9822 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9823 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9824 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9825 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9826 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9827 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9828 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9829 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9830 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9831 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9832 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9833 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9834 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9835 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9836 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9837 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9838 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9839 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9840 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9841 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9842 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
9843 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9844 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9845 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9846 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9847 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9848 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
9849 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9850 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9851 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9854 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9855 SHADER_HANDLER hw_fct
;
9857 /* Select handler */
9858 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9860 /* Unhandled opcode */
9863 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9868 shader_glsl_add_instruction_modifiers(ins
);
9871 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9873 struct shader_glsl_priv
*priv
= shader_priv
;
9875 return priv
->ffp_proj_control
;
9878 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9880 shader_glsl_handle_instruction
,
9882 shader_glsl_select_compute
,
9883 shader_glsl_disable
,
9884 shader_glsl_update_float_vertex_constants
,
9885 shader_glsl_update_float_pixel_constants
,
9886 shader_glsl_load_constants
,
9887 shader_glsl_destroy
,
9890 shader_glsl_allocate_context_data
,
9891 shader_glsl_free_context_data
,
9892 shader_glsl_init_context_state
,
9893 shader_glsl_get_caps
,
9894 shader_glsl_color_fixup_supported
,
9895 shader_glsl_has_ffp_proj_control
,
9898 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9900 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9902 caps
->xyzrhw
= TRUE
;
9903 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9904 caps
->ffp_generic_attributes
= TRUE
;
9905 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9906 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9907 caps
->max_vertex_blend_matrix_index
= 0;
9908 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9909 | WINED3DVTXPCAPS_MATERIALSOURCE7
9910 | WINED3DVTXPCAPS_VERTEXFOG
9911 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9912 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9913 | WINED3DVTXPCAPS_LOCALVIEWER
9914 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9915 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9916 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9917 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9920 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9922 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9923 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9927 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9929 struct shader_glsl_priv
*priv
;
9931 if (shader_backend
== &glsl_shader_backend
)
9934 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9938 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9943 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9945 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9946 struct glsl_ffp_vertex_shader
, desc
.entry
);
9947 struct glsl_shader_prog_link
*program
, *program2
;
9948 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9950 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9951 struct glsl_shader_prog_link
, vs
.shader_entry
)
9953 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9955 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9956 HeapFree(GetProcessHeap(), 0, shader
);
9959 /* Context activation is done by the caller. */
9960 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9962 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9963 struct glsl_ffp_destroy_ctx ctx
;
9966 ctx
.gl_info
= &device
->adapter
->gl_info
;
9967 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9970 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9971 const struct wined3d_state
*state
, DWORD state_id
) {}
9973 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9974 const struct wined3d_state
*state
, DWORD state_id
)
9976 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9979 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9980 const struct wined3d_state
*state
, DWORD state_id
)
9982 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9983 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9984 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9985 BOOL transformed
= context
->stream_info
.position_transformed
;
9986 BOOL wasrhw
= context
->last_was_rhw
;
9989 context
->last_was_rhw
= transformed
;
9991 /* If the vertex declaration contains a transformed position attribute,
9992 * the draw uses the fixed function vertex pipeline regardless of any
9993 * vertex shader set by the application. */
9994 if (transformed
!= wasrhw
9995 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9996 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9998 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
10000 if (!use_vs(state
))
10002 if (context
->last_was_vshader
)
10004 if (legacy_context
)
10005 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
10006 clipplane(context
, state
, STATE_CLIPPLANE(i
));
10008 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10011 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10013 /* Because of settings->texcoords, we have to regenerate the vertex
10014 * shader on a vdecl change if there aren't enough varyings to just
10015 * always output all the texture coordinates. */
10016 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
10017 || normal
!= context
->last_was_normal
)
10018 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10021 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
10022 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
10023 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10027 if (!context
->last_was_vshader
)
10029 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
10030 if (legacy_context
)
10031 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
10032 clipplane(context
, state
, STATE_CLIPPLANE(i
));
10034 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10038 context
->last_was_vshader
= use_vs(state
);
10039 context
->last_was_normal
= normal
;
10042 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
10043 const struct wined3d_state
*state
, DWORD state_id
)
10045 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10046 /* Different vertex shaders potentially require a different vertex attributes setup. */
10047 if (!isStateDirty(context
, STATE_VDECL
))
10048 context_apply_state(context
, state
, STATE_VDECL
);
10051 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
10052 const struct wined3d_state
*state
, DWORD state_id
)
10054 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
10055 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
10056 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10059 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
10060 const struct wined3d_state
*state
, DWORD state_id
)
10062 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
10063 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
10064 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
10065 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
10066 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10069 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
10070 const struct wined3d_state
*state
, DWORD state_id
)
10072 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
10075 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
10076 const struct wined3d_state
*state
, DWORD state_id
)
10078 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10081 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
10083 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10086 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10087 | WINED3D_SHADER_CONST_FFP_LIGHTS
10088 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10090 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10092 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
10094 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
10095 clipplane(context
, state
, STATE_CLIPPLANE(k
));
10100 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10104 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
10105 const struct wined3d_state
*state
, DWORD state_id
)
10107 /* Table fog behavior depends on the projection matrix. */
10108 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
10109 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
10110 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10111 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
10114 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
10115 const struct wined3d_state
*state
, DWORD state_id
)
10117 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
10118 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
10119 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
10120 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
10121 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10122 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10125 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
10126 const struct wined3d_state
*state
, DWORD state_id
)
10128 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10131 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
10132 const struct wined3d_state
*state
, DWORD state_id
)
10134 DWORD sampler
= state_id
- STATE_SAMPLER(0);
10135 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
10141 if (sampler
>= MAX_TEXTURES
)
10144 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
10145 || context
->lastWasPow2Texture
& (1u << sampler
))
10148 context
->lastWasPow2Texture
|= 1u << sampler
;
10150 context
->lastWasPow2Texture
&= ~(1u << sampler
);
10152 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10156 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
10157 const struct wined3d_state
*state
, DWORD state_id
)
10159 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10162 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
10163 const struct wined3d_state
*state
, DWORD state_id
)
10165 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10168 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
10169 const struct wined3d_state
*state
, DWORD state_id
)
10171 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10174 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
10175 const struct wined3d_state
*state
, DWORD state_id
)
10177 if (!use_vs(state
))
10178 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10181 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
10182 const struct wined3d_state
*state
, DWORD state_id
)
10184 static unsigned int once
;
10186 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
10187 FIXME("Non-point sprite points not supported in core profile.\n");
10190 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
10191 const struct wined3d_state
*state
, DWORD state_id
)
10193 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10196 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
10197 const struct wined3d_state
*state
, DWORD state_id
)
10199 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10200 UINT index
= state_id
- STATE_CLIPPLANE(0);
10202 if (index
>= gl_info
->limits
.user_clip_distances
)
10205 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10208 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
10210 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10211 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10212 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
10213 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
10214 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10215 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
10217 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10218 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10219 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10220 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10221 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10222 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10223 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10224 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10225 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10226 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10227 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10228 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10229 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10230 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10231 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10232 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10233 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10234 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10235 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10236 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10237 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10238 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10239 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10240 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10241 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10242 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10243 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10244 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10245 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10246 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10247 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10248 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10249 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10250 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10251 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10252 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10253 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10254 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10255 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10256 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10257 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10258 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10259 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10260 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10261 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10262 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10263 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10264 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10265 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10266 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10267 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10268 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10269 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10270 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10271 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10272 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10273 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10274 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10275 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10276 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10277 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10278 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10279 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10280 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10282 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10283 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10284 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10285 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10286 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10287 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10288 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10289 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10290 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10292 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
10293 /* Transform states */
10294 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
10295 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
10296 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10297 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10298 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10299 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10300 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10301 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10302 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10303 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10304 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
10305 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10306 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10307 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10308 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10309 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10310 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10311 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10312 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10313 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10314 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10315 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10316 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10317 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10318 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10319 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10320 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10321 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10322 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10323 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10325 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10326 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10327 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10328 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10329 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
10330 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
10331 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10332 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10333 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10334 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10335 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10336 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10337 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10338 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10339 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10340 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10341 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10342 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
10343 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
10344 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
10345 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
10346 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
10347 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10348 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10349 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10350 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10351 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10352 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10353 /* NP2 texture matrix fixups. They are not needed if
10354 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
10355 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
10357 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10358 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10359 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10360 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10361 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10362 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10363 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10364 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10365 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10366 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10367 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10368 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10369 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10370 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10371 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10372 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10373 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10374 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10375 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10376 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10377 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10378 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10379 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10380 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10381 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10382 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
10383 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10384 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
10388 * - Implement vertex tweening. */
10389 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
10391 glsl_vertex_pipe_vp_enable
,
10392 glsl_vertex_pipe_vp_get_caps
,
10393 glsl_vertex_pipe_vp_get_emul_mask
,
10394 glsl_vertex_pipe_vp_alloc
,
10395 glsl_vertex_pipe_vp_free
,
10396 glsl_vertex_pipe_vp_states
,
10399 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
10401 /* Nothing to do. */
10404 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
10406 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
10407 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
10408 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
10409 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
10410 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
10411 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
10412 | WINED3DTEXOPCAPS_SELECTARG1
10413 | WINED3DTEXOPCAPS_SELECTARG2
10414 | WINED3DTEXOPCAPS_MODULATE4X
10415 | WINED3DTEXOPCAPS_MODULATE2X
10416 | WINED3DTEXOPCAPS_MODULATE
10417 | WINED3DTEXOPCAPS_ADDSIGNED2X
10418 | WINED3DTEXOPCAPS_ADDSIGNED
10419 | WINED3DTEXOPCAPS_ADD
10420 | WINED3DTEXOPCAPS_SUBTRACT
10421 | WINED3DTEXOPCAPS_ADDSMOOTH
10422 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
10423 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
10424 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
10425 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
10426 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
10427 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
10428 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
10429 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
10430 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
10431 | WINED3DTEXOPCAPS_DOTPRODUCT3
10432 | WINED3DTEXOPCAPS_MULTIPLYADD
10433 | WINED3DTEXOPCAPS_LERP
10434 | WINED3DTEXOPCAPS_BUMPENVMAP
10435 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
10436 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
10437 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
10440 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
10442 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10443 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
10447 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
10449 struct shader_glsl_priv
*priv
;
10451 if (shader_backend
== &glsl_shader_backend
)
10453 priv
= shader_priv
;
10454 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
10458 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
10463 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
10465 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
10466 struct glsl_ffp_fragment_shader
, entry
.entry
);
10467 struct glsl_shader_prog_link
*program
, *program2
;
10468 struct glsl_ffp_destroy_ctx
*ctx
= context
;
10470 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
10471 struct glsl_shader_prog_link
, ps
.shader_entry
)
10473 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
10475 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
10476 HeapFree(GetProcessHeap(), 0, shader
);
10479 /* Context activation is done by the caller. */
10480 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
10482 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
10483 struct glsl_ffp_destroy_ctx ctx
;
10486 ctx
.gl_info
= &device
->adapter
->gl_info
;
10487 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
10490 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
10491 const struct wined3d_state
*state
, DWORD state_id
)
10493 context
->last_was_pshader
= use_ps(state
);
10495 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10498 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
10499 const struct wined3d_state
*state
, DWORD state_id
)
10501 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10504 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
10505 const struct wined3d_state
*state
, DWORD state_id
)
10507 BOOL use_vshader
= use_vs(state
);
10508 enum fogsource new_source
;
10509 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
10510 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
10512 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10514 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
10517 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
10520 new_source
= FOGSOURCE_VS
;
10521 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
10522 new_source
= FOGSOURCE_COORD
;
10524 new_source
= FOGSOURCE_FFP
;
10528 new_source
= FOGSOURCE_FFP
;
10531 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
10533 context
->fog_source
= new_source
;
10534 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10538 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
10539 const struct wined3d_state
*state
, DWORD state_id
)
10541 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10542 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10543 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10545 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
10546 glsl_fragment_pipe_fog(context
, state
, state_id
);
10549 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
10550 const struct wined3d_state
*state
, DWORD state_id
)
10552 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10553 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10554 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10557 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
10558 const struct wined3d_state
*state
, DWORD state_id
)
10560 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10563 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
10564 const struct wined3d_state
*state
, DWORD state_id
)
10566 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10569 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
10570 const struct wined3d_state
*state
, DWORD state_id
)
10572 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10573 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
10574 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
10578 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
10579 checkGLcall("glAlphaFunc");
10583 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
10584 const struct wined3d_state
*state
, DWORD state_id
)
10586 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10589 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
10590 const struct wined3d_state
*state
, DWORD state_id
)
10592 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10594 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
10596 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
10597 checkGLcall("glEnable(GL_ALPHA_TEST)");
10601 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
10602 checkGLcall("glDisable(GL_ALPHA_TEST)");
10606 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
10607 const struct wined3d_state
*state
, DWORD state_id
)
10609 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10612 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
10613 const struct wined3d_state
*state
, DWORD state_id
)
10615 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10618 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
10619 const struct wined3d_state
*state
, DWORD state_id
)
10621 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10624 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
10626 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10627 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10628 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10629 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10630 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10631 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10632 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10633 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10634 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10635 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10636 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10637 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10638 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10639 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10640 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10641 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10642 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10643 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10644 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10645 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10646 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10647 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10648 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10649 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10652 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10653 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10654 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10655 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10656 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10657 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10658 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10659 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10660 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10661 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10662 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10663 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10664 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10665 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10666 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10667 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10668 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10669 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10670 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10671 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10672 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10673 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10674 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10675 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10676 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10677 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10678 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10679 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10680 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10681 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10682 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10683 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10684 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10685 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10686 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10687 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10688 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10689 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10690 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10691 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10692 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10693 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10694 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10695 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10696 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10697 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10698 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10699 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10700 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10701 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10702 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
10703 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10704 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
10705 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
10706 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
10707 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
10708 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10709 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
10710 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
10711 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10712 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10713 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10714 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
10715 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
10716 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10717 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10718 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10719 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
10720 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
10721 {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
},
10722 {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
},
10723 {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
},
10724 {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
},
10725 {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
},
10726 {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
},
10727 {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
},
10728 {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
},
10729 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10730 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10731 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10732 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10733 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10734 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10735 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10736 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10737 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10738 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10739 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
10740 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10741 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
10744 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
10749 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
10753 const struct fragment_pipeline glsl_fragment_pipe
=
10755 glsl_fragment_pipe_enable
,
10756 glsl_fragment_pipe_get_caps
,
10757 glsl_fragment_pipe_get_emul_mask
,
10758 glsl_fragment_pipe_alloc
,
10759 glsl_fragment_pipe_free
,
10760 glsl_fragment_pipe_alloc_context_data
,
10761 glsl_fragment_pipe_free_context_data
,
10762 shader_glsl_color_fixup_supported
,
10763 glsl_fragment_pipe_state_template
,