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, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
85 struct glsl_sample_function
87 struct wined3d_string_buffer
*name
;
88 unsigned int coord_mask
;
89 unsigned int deriv_mask
;
90 enum wined3d_data_type data_type
;
91 BOOL output_single_component
;
92 unsigned int offset_size
;
97 HEAP_NODE_TRAVERSE_LEFT
,
98 HEAP_NODE_TRAVERSE_RIGHT
,
102 struct constant_entry
105 unsigned int version
;
110 struct constant_entry
*entries
;
112 unsigned int *positions
;
116 /* GLSL shader private data */
117 struct shader_glsl_priv
{
118 struct wined3d_string_buffer shader_buffer
;
119 struct wined3d_string_buffer_list string_buffers
;
120 struct wine_rb_tree program_lookup
;
121 struct constant_heap vconst_heap
;
122 struct constant_heap pconst_heap
;
123 unsigned char *stack
;
124 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
125 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
126 UINT next_constant_version
;
128 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
129 const struct fragment_pipeline
*fragment_pipe
;
130 struct wine_rb_tree ffp_vertex_shaders
;
131 struct wine_rb_tree ffp_fragment_shaders
;
132 BOOL ffp_proj_control
;
133 BOOL legacy_lighting
;
136 struct glsl_vs_program
138 struct list shader_entry
;
140 GLenum vertex_color_clamp
;
141 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
142 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
143 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
144 GLint pos_fixup_location
;
146 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
147 GLint projection_matrix_location
;
148 GLint normal_matrix_location
;
149 GLint texture_matrix_location
[MAX_TEXTURES
];
150 GLint material_ambient_location
;
151 GLint material_diffuse_location
;
152 GLint material_specular_location
;
153 GLint material_emissive_location
;
154 GLint material_shininess_location
;
155 GLint light_ambient_location
;
170 } light_location
[MAX_ACTIVE_LIGHTS
];
171 GLint pointsize_location
;
172 GLint pointsize_min_location
;
173 GLint pointsize_max_location
;
174 GLint pointsize_c_att_location
;
175 GLint pointsize_l_att_location
;
176 GLint pointsize_q_att_location
;
177 GLint clip_planes_location
;
180 struct glsl_gs_program
182 struct list shader_entry
;
185 GLint pos_fixup_location
;
188 struct glsl_ps_program
190 struct list shader_entry
;
192 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
193 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
194 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
195 GLint bumpenv_mat_location
[MAX_TEXTURES
];
196 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
197 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
198 GLint tss_constant_location
[MAX_TEXTURES
];
199 GLint tex_factor_location
;
200 GLint specular_enable_location
;
201 GLint fog_color_location
;
202 GLint fog_density_location
;
203 GLint fog_end_location
;
204 GLint fog_scale_location
;
205 GLint alpha_test_ref_location
;
206 GLint ycorrection_location
;
207 GLint np2_fixup_location
;
208 GLint color_key_location
;
209 const struct ps_np2fixup_info
*np2_fixup_info
;
212 /* Struct to maintain data about a linked GLSL program */
213 struct glsl_shader_prog_link
215 struct wine_rb_entry program_lookup_entry
;
216 struct glsl_vs_program vs
;
217 struct glsl_gs_program gs
;
218 struct glsl_ps_program ps
;
220 DWORD constant_update_mask
;
221 UINT constant_version
;
224 struct glsl_program_key
231 struct shader_glsl_ctx_priv
{
232 const struct vs_compile_args
*cur_vs_args
;
233 const struct ps_compile_args
*cur_ps_args
;
234 struct ps_np2fixup_info
*cur_np2fixup_info
;
235 struct wined3d_string_buffer_list
*string_buffers
;
238 struct glsl_context_data
240 struct glsl_shader_prog_link
*glsl_program
;
243 struct glsl_ps_compiled_shader
245 struct ps_compile_args args
;
246 struct ps_np2fixup_info np2fixup
;
250 struct glsl_vs_compiled_shader
252 struct vs_compile_args args
;
256 struct glsl_gs_compiled_shader
258 struct gs_compile_args args
;
262 struct glsl_shader_private
266 struct glsl_vs_compiled_shader
*vs
;
267 struct glsl_gs_compiled_shader
*gs
;
268 struct glsl_ps_compiled_shader
*ps
;
270 UINT num_gl_shaders
, shader_array_size
;
273 struct glsl_ffp_vertex_shader
275 struct wined3d_ffp_vs_desc desc
;
277 struct list linked_programs
;
280 struct glsl_ffp_fragment_shader
282 struct ffp_frag_desc entry
;
284 struct list linked_programs
;
287 struct glsl_ffp_destroy_ctx
289 struct shader_glsl_priv
*priv
;
290 const struct wined3d_gl_info
*gl_info
;
293 static const char *debug_gl_shader_type(GLenum type
)
297 #define WINED3D_TO_STR(u) case u: return #u
298 WINED3D_TO_STR(GL_VERTEX_SHADER
);
299 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
300 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
301 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
302 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
303 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
304 #undef WINED3D_TO_STR
306 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
310 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
314 case WINED3D_SHADER_TYPE_VERTEX
:
317 case WINED3D_SHADER_TYPE_HULL
:
320 case WINED3D_SHADER_TYPE_DOMAIN
:
323 case WINED3D_SHADER_TYPE_GEOMETRY
:
326 case WINED3D_SHADER_TYPE_PIXEL
:
329 case WINED3D_SHADER_TYPE_COMPUTE
:
333 FIXME("Unhandled shader type %#x.\n", type
);
338 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
339 const struct wined3d_shader_version
*version
)
341 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
343 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
349 static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info
*gl_info
,
350 const struct wined3d_shader_version
*version
)
352 unsigned int glsl_version
;
354 switch (glsl_version
= shader_glsl_get_version(gl_info
, version
))
357 return "#version 150";
359 return "#version 130";
361 return "#version 120";
363 FIXME("Unexpected GLSL version %u requested.\n", glsl_version
);
368 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
372 wined3d_ftoa(values
[0], str
[0]);
373 wined3d_ftoa(values
[1], str
[1]);
374 wined3d_ftoa(values
[2], str
[2]);
375 wined3d_ftoa(values
[3], str
[3]);
376 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
379 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
380 const int *values
, unsigned int size
)
384 if (!size
|| size
> 4)
386 ERR("Invalid vector size %u.\n", size
);
391 shader_addline(buffer
, "ivec%u(", size
);
393 for (i
= 0; i
< size
; ++i
)
394 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
397 shader_addline(buffer
, ")");
400 static const char *get_info_log_line(const char **ptr
)
405 if (!(q
= strstr(p
, "\n")))
407 if (!*p
) return NULL
;
416 /* Context activation is done by the caller. */
417 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
422 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
426 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
428 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
430 /* A size of 1 is just a null-terminated string, so the log should be bigger than
431 * that if there are errors. */
434 const char *ptr
, *line
;
436 log
= HeapAlloc(GetProcessHeap(), 0, length
);
437 /* The info log is supposed to be zero-terminated, but at least some
438 * versions of fglrx don't terminate the string properly. The reported
439 * length does include the terminator, so explicitly set it to zero
443 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
445 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
448 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
450 WARN("Info log received from GLSL shader #%u:\n", id
);
451 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
455 FIXME("Info log received from GLSL shader #%u:\n", id
);
456 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
458 HeapFree(GetProcessHeap(), 0, log
);
462 /* Context activation is done by the caller. */
463 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
465 const char *ptr
, *line
;
467 TRACE("Compiling shader object %u.\n", shader
);
469 if (TRACE_ON(d3d_shader
))
472 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
475 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
476 checkGLcall("glShaderSource");
477 GL_EXTCALL(glCompileShader(shader
));
478 checkGLcall("glCompileShader");
479 print_glsl_info_log(gl_info
, shader
, FALSE
);
482 /* Context activation is done by the caller. */
483 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
485 GLint i
, shader_count
, source_size
= -1;
489 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
490 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
492 ERR("Failed to allocate shader array memory.\n");
496 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
497 for (i
= 0; i
< shader_count
; ++i
)
499 const char *ptr
, *line
;
502 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
504 if (source_size
< tmp
)
506 HeapFree(GetProcessHeap(), 0, source
);
508 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
511 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
512 HeapFree(GetProcessHeap(), 0, shaders
);
518 FIXME("Shader %u:\n", shaders
[i
]);
519 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
520 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
521 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
522 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
526 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
527 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
531 HeapFree(GetProcessHeap(), 0, source
);
532 HeapFree(GetProcessHeap(), 0, shaders
);
535 /* Context activation is done by the caller. */
536 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
540 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
543 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
546 FIXME("Program %u link status invalid.\n", program
);
547 shader_glsl_dump_program_source(gl_info
, program
);
550 print_glsl_info_log(gl_info
, program
, TRUE
);
553 /* Context activation is done by the caller. */
554 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
555 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
557 unsigned int mapped_unit
;
558 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
565 enum wined3d_shader_type type
;
566 unsigned int base_idx
;
571 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
572 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
575 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
577 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
579 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
581 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
582 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
586 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
587 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
589 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
593 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
594 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
597 checkGLcall("Load sampler bindings");
598 string_buffer_release(&priv
->string_buffers
, sampler_name
);
601 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
602 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
604 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
608 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
609 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
612 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
613 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
614 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
615 checkGLcall("Load immediate constant buffer");
617 string_buffer_release(&priv
->string_buffers
, icb_name
);
621 /* Context activation is done by the caller. */
622 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
623 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
625 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
629 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
631 if (!reg_maps
->uav_resource_info
[i
].type
)
634 string_buffer_sprintf(name
, "ps_image%u", i
);
635 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
639 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
640 GL_EXTCALL(glUniform1i(location
, i
));
642 checkGLcall("Load image bindings");
643 string_buffer_release(&priv
->string_buffers
, name
);
646 /* Context activation is done by the caller. */
647 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
648 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
650 unsigned int start
= ~0U, end
= 0;
652 unsigned int heap_idx
= 1;
655 if (heap
->entries
[heap_idx
].version
<= version
) return;
657 idx
= heap
->entries
[heap_idx
].idx
;
658 if (constant_locations
[idx
] != -1)
660 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
662 while (stack_idx
>= 0)
664 /* Note that we fall through to the next case statement. */
665 switch(stack
[stack_idx
])
667 case HEAP_NODE_TRAVERSE_LEFT
:
669 unsigned int left_idx
= heap_idx
<< 1;
670 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
673 idx
= heap
->entries
[heap_idx
].idx
;
674 if (constant_locations
[idx
] != -1)
682 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
683 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
688 case HEAP_NODE_TRAVERSE_RIGHT
:
690 unsigned int right_idx
= (heap_idx
<< 1) + 1;
691 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
693 heap_idx
= right_idx
;
694 idx
= heap
->entries
[heap_idx
].idx
;
695 if (constant_locations
[idx
] != -1)
703 stack
[stack_idx
++] = HEAP_NODE_POP
;
704 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
716 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
717 checkGLcall("walk_constant_heap()");
720 /* Context activation is done by the caller. */
721 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
722 GLint location
, const struct wined3d_vec4
*data
)
724 GLfloat clamped_constant
[4];
726 if (location
== -1) return;
728 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
729 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
730 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
731 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
733 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
736 /* Context activation is done by the caller. */
737 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
738 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
739 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
742 unsigned int heap_idx
= 1;
745 if (heap
->entries
[heap_idx
].version
<= version
) return;
747 idx
= heap
->entries
[heap_idx
].idx
;
748 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
749 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
751 while (stack_idx
>= 0)
753 /* Note that we fall through to the next case statement. */
754 switch(stack
[stack_idx
])
756 case HEAP_NODE_TRAVERSE_LEFT
:
758 unsigned int left_idx
= heap_idx
<< 1;
759 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
762 idx
= heap
->entries
[heap_idx
].idx
;
763 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
765 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
766 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
771 case HEAP_NODE_TRAVERSE_RIGHT
:
773 unsigned int right_idx
= (heap_idx
<< 1) + 1;
774 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
776 heap_idx
= right_idx
;
777 idx
= heap
->entries
[heap_idx
].idx
;
778 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
780 stack
[stack_idx
++] = HEAP_NODE_POP
;
781 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
792 checkGLcall("walk_constant_heap_clamped()");
795 /* Context activation is done by the caller. */
796 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
797 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
798 unsigned char *stack
, unsigned int version
)
800 const struct wined3d_shader_lconst
*lconst
;
802 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
803 if (shader
->reg_maps
.shader_version
.major
== 1
804 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
805 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
807 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
809 if (!shader
->load_local_constsF
)
811 TRACE("No need to load local float constants for this shader.\n");
815 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
816 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
818 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
820 checkGLcall("glUniform4fv()");
823 /* Context activation is done by the caller. */
824 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
825 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
830 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
832 if (!(constants_set
& 1)) continue;
834 /* We found this uniform name in the program - go ahead and send the data */
835 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
838 /* Load immediate constants */
839 ptr
= list_head(&shader
->constantsI
);
842 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
843 unsigned int idx
= lconst
->idx
;
844 const GLint
*values
= (const GLint
*)lconst
->value
;
846 /* We found this uniform name in the program - go ahead and send the data */
847 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
848 ptr
= list_next(&shader
->constantsI
, ptr
);
850 checkGLcall("glUniform4iv()");
853 /* Context activation is done by the caller. */
854 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
855 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
860 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
862 if (!(constants_set
& 1)) continue;
864 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
867 /* Load immediate constants */
868 ptr
= list_head(&shader
->constantsB
);
871 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
872 unsigned int idx
= lconst
->idx
;
873 const GLint
*values
= (const GLint
*)lconst
->value
;
875 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
876 ptr
= list_next(&shader
->constantsB
, ptr
);
878 checkGLcall("glUniform1iv()");
881 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
883 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
886 /* Context activation is done by the caller (state handler). */
887 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
888 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
890 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
891 UINT fixup
= ps
->np2_fixup_info
->active
;
894 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
896 const struct wined3d_texture
*tex
= state
->textures
[i
];
897 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
898 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
902 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
908 tex_dim
[2] = tex
->pow2_matrix
[0];
909 tex_dim
[3] = tex
->pow2_matrix
[5];
913 tex_dim
[0] = tex
->pow2_matrix
[0];
914 tex_dim
[1] = tex
->pow2_matrix
[5];
918 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
921 /* Taken and adapted from Mesa. */
922 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
924 float pos
, neg
, t
, det
;
925 struct wined3d_matrix temp
;
927 /* Calculate the determinant of upper left 3x3 submatrix and
928 * determine if the matrix is singular. */
930 t
= in
->_11
* in
->_22
* in
->_33
;
936 t
= in
->_21
* in
->_32
* in
->_13
;
941 t
= in
->_31
* in
->_12
* in
->_23
;
947 t
= -in
->_31
* in
->_22
* in
->_13
;
952 t
= -in
->_21
* in
->_12
* in
->_33
;
958 t
= -in
->_11
* in
->_32
* in
->_23
;
966 if (fabsf(det
) < 1e-25f
)
970 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
971 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
972 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
973 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
974 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
975 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
976 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
977 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
978 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
984 static void swap_rows(float **a
, float **b
)
992 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
995 float m0
, m1
, m2
, m3
, s
;
996 float *r0
, *r1
, *r2
, *r3
;
1008 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1015 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1022 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1029 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1031 /* Choose pivot - or die. */
1032 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1033 swap_rows(&r3
, &r2
);
1034 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1035 swap_rows(&r2
, &r1
);
1036 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1037 swap_rows(&r1
, &r0
);
1041 /* Eliminate first variable. */
1042 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1043 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1044 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1045 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1075 /* Choose pivot - or die. */
1076 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1077 swap_rows(&r3
, &r2
);
1078 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1079 swap_rows(&r2
, &r1
);
1083 /* Eliminate second variable. */
1084 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1085 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1086 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1112 /* Choose pivot - or die. */
1113 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1114 swap_rows(&r3
, &r2
);
1118 /* Eliminate third variable. */
1120 r3
[3] -= m3
* r2
[3];
1121 r3
[4] -= m3
* r2
[4];
1122 r3
[5] -= m3
* r2
[5];
1123 r3
[6] -= m3
* r2
[6];
1124 r3
[7] -= m3
* r2
[7];
1130 /* Back substitute row 3. */
1137 /* Back substitute row 2. */
1140 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1141 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1142 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1143 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1145 r1
[4] -= r3
[4] * m1
;
1146 r1
[5] -= r3
[5] * m1
;
1147 r1
[6] -= r3
[6] * m1
;
1148 r1
[7] -= r3
[7] * m1
;
1150 r0
[4] -= r3
[4] * m0
;
1151 r0
[5] -= r3
[5] * m0
;
1152 r0
[6] -= r3
[6] * m0
;
1153 r0
[7] -= r3
[7] * m0
;
1155 /* Back substitute row 1. */
1158 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1159 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1160 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1161 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1163 r0
[4] -= r2
[4] * m0
;
1164 r0
[5] -= r2
[5] * m0
;
1165 r0
[6] -= r2
[6] * m0
;
1166 r0
[7] -= r2
[7] * m0
;
1168 /* Back substitute row 0. */
1171 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1172 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1173 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1174 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1196 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1197 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1199 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1201 struct wined3d_matrix mv
;
1204 if (prog
->vs
.normal_matrix_location
== -1)
1207 get_modelview_matrix(context
, state
, 0, &mv
);
1208 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1209 invert_matrix_3d(&mv
, &mv
);
1211 invert_matrix(&mv
, &mv
);
1212 /* Tests show that singular modelview matrices are used unchanged as normal
1213 * matrices on D3D3 and older. There seems to be no clearly consistent
1214 * behavior on newer D3D versions so always follow older ddraw behavior. */
1215 for (i
= 0; i
< 3; ++i
)
1216 for (j
= 0; j
< 3; ++j
)
1217 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1219 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1220 checkGLcall("glUniformMatrix3fv");
1223 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1224 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1226 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1227 struct wined3d_matrix mat
;
1229 if (tex
>= MAX_TEXTURES
)
1231 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1234 get_texture_matrix(context
, state
, tex
, &mat
);
1235 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1236 checkGLcall("glUniformMatrix4fv");
1239 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1240 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1242 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1244 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1246 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1247 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1251 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1253 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1255 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1256 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1257 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1258 checkGLcall("setting FFP material uniforms");
1261 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1262 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1264 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1265 struct wined3d_color color
;
1267 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1268 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1269 checkGLcall("glUniform3fv");
1272 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1273 const struct wined3d_matrix
*src2
)
1275 struct wined3d_vec4 temp
;
1277 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1278 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1279 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1280 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1285 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1286 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1288 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1289 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1290 struct wined3d_vec4 vec4
;
1291 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1296 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1297 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1298 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1300 switch (light_info
->OriginalParms
.type
)
1302 case WINED3D_LIGHT_POINT
:
1303 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1304 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1305 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1306 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1307 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1308 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1311 case WINED3D_LIGHT_SPOT
:
1312 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1313 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1315 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1316 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1318 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1319 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1320 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1321 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1322 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1323 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1324 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1327 case WINED3D_LIGHT_DIRECTIONAL
:
1328 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1329 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1332 case WINED3D_LIGHT_PARALLELPOINT
:
1333 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1334 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1338 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1340 checkGLcall("setting FFP lights uniforms");
1343 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1344 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1346 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1350 get_pointsize_minmax(context
, state
, &min
, &max
);
1352 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1353 checkGLcall("glUniform1f");
1354 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1355 checkGLcall("glUniform1f");
1357 get_pointsize(context
, state
, &size
, att
);
1359 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1360 checkGLcall("glUniform1f");
1361 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1362 checkGLcall("glUniform1f");
1363 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1364 checkGLcall("glUniform1f");
1365 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1366 checkGLcall("glUniform1f");
1369 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1370 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1373 struct wined3d_color color
;
1374 float start
, end
, scale
;
1381 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1382 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1383 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1384 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1385 get_fog_start_end(context
, state
, &start
, &end
);
1386 scale
= 1.0f
/ (end
- start
);
1387 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1388 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1389 checkGLcall("fog emulation uniforms");
1392 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1393 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1395 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1396 struct wined3d_vec4 plane
;
1398 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1400 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1402 plane
= state
->clip_planes
[index
];
1404 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1407 /* Context activation is done by the caller (state handler). */
1408 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1409 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1411 struct wined3d_color float_key
[2];
1412 const struct wined3d_texture
*texture
= state
->textures
[0];
1414 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1415 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1418 /* Context activation is done by the caller (state handler). */
1419 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1420 const struct wined3d_state
*state
)
1422 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1423 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1424 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1425 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1426 struct shader_glsl_priv
*priv
= shader_priv
;
1427 float position_fixup
[4];
1430 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1431 UINT constant_version
;
1435 /* No GLSL program set - nothing to do. */
1438 constant_version
= prog
->constant_version
;
1439 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1441 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1442 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1443 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1445 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1446 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1447 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1449 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1450 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1451 vshader
->reg_maps
.boolean_constants
);
1453 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1455 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1456 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1459 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1460 shader_glsl_pointsize_uniform(context
, state
, prog
);
1462 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1464 shader_get_position_fixup(context
, state
, position_fixup
);
1465 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1466 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1468 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1469 checkGLcall("glUniform4fv");
1472 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1474 struct wined3d_matrix mat
;
1476 get_modelview_matrix(context
, state
, 0, &mat
);
1477 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1478 checkGLcall("glUniformMatrix4fv");
1480 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1483 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1485 struct wined3d_matrix mat
;
1487 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1489 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1492 get_modelview_matrix(context
, state
, i
, &mat
);
1493 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1494 checkGLcall("glUniformMatrix4fv");
1498 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1500 struct wined3d_matrix projection
;
1502 get_projection_matrix(context
, state
, &projection
);
1503 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1504 checkGLcall("glUniformMatrix4fv");
1507 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1509 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1510 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1513 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1514 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1516 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1518 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1519 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1520 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1523 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1524 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1525 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1527 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1528 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1529 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1531 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1532 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1533 pshader
->reg_maps
.boolean_constants
);
1535 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1537 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1539 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1542 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1543 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1545 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1547 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1548 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1549 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1550 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1554 checkGLcall("bump env uniforms");
1557 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1559 const struct wined3d_vec4 correction_params
=
1561 /* Position is relative to the framebuffer, not the viewport. */
1562 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1563 context
->render_offscreen
? 1.0f
: -1.0f
,
1568 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1571 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1572 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1573 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1574 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1576 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1578 struct wined3d_color color
;
1580 if (prog
->ps
.tex_factor_location
!= -1)
1582 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1583 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1586 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1587 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1589 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1591 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1593 if (prog
->ps
.tss_constant_location
[i
] == -1)
1596 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1597 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1600 checkGLcall("fixed function uniforms");
1603 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1604 shader_glsl_load_fog_uniform(context
, state
, prog
);
1606 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1608 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1610 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1611 checkGLcall("alpha test emulation uniform");
1614 if (priv
->next_constant_version
== UINT_MAX
)
1616 TRACE("Max constant version reached, resetting to 0.\n");
1617 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1618 priv
->next_constant_version
= 1;
1622 prog
->constant_version
= priv
->next_constant_version
++;
1626 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1628 struct constant_entry
*entries
= heap
->entries
;
1629 unsigned int *positions
= heap
->positions
;
1630 unsigned int heap_idx
, parent_idx
;
1632 if (!heap
->contained
[idx
])
1634 heap_idx
= heap
->size
++;
1635 heap
->contained
[idx
] = TRUE
;
1639 heap_idx
= positions
[idx
];
1642 while (heap_idx
> 1)
1644 parent_idx
= heap_idx
>> 1;
1646 if (new_version
<= entries
[parent_idx
].version
) break;
1648 entries
[heap_idx
] = entries
[parent_idx
];
1649 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1650 heap_idx
= parent_idx
;
1653 entries
[heap_idx
].version
= new_version
;
1654 entries
[heap_idx
].idx
= idx
;
1655 positions
[idx
] = heap_idx
;
1658 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1660 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1661 struct constant_heap
*heap
= &priv
->vconst_heap
;
1664 for (i
= start
; i
< count
+ start
; ++i
)
1666 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1670 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1672 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1673 struct constant_heap
*heap
= &priv
->pconst_heap
;
1676 for (i
= start
; i
< count
+ start
; ++i
)
1678 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1682 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1684 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1685 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1686 if(shader_major
> 3) return ret
;
1688 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1689 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1693 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1695 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1698 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1700 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1703 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1705 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1708 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1709 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1714 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1715 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1718 va_start(args
, format
);
1719 ret
= shader_vaddline(buffer
, format
, args
);
1723 if (!string_buffer_resize(buffer
, ret
))
1728 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1729 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1734 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1735 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1738 va_start(args
, format
);
1739 ret
= shader_vaddline(buffer
, format
, args
);
1743 if (!string_buffer_resize(buffer
, ret
))
1748 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1750 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1753 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1755 switch (primitive_type
)
1757 case WINED3D_PT_POINTLIST
:
1760 case WINED3D_PT_LINELIST
:
1763 case WINED3D_PT_LINESTRIP
:
1764 return "line_strip";
1766 case WINED3D_PT_TRIANGLELIST
:
1769 case WINED3D_PT_TRIANGLESTRIP
:
1770 return "triangle_strip";
1772 case WINED3D_PT_LINELIST_ADJ
:
1773 return "lines_adjacency";
1775 case WINED3D_PT_TRIANGLELIST_ADJ
:
1776 return "triangles_adjacency";
1779 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1784 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1786 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1787 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1788 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1791 if (reg_maps
->shader_version
.major
< 3)
1792 return input_reg_used
[idx
];
1794 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1796 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1798 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1801 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1802 && input
->semantic_idx
== idx
)
1804 if (input_reg_used
[input
->register_idx
])
1813 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1814 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1816 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1818 if (version
->major
>= 4)
1819 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1821 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1824 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1825 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1828 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1829 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1830 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1831 index
, scalar_type
, scalar_type
, index
);
1834 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1835 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1837 unsigned int index
= e
->register_idx
;
1839 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1841 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1845 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1847 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1851 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1852 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1854 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1855 shader_addline(buffer
, "layout(location = %u) ", index
);
1857 switch (e
->component_type
)
1859 case WINED3D_TYPE_UINT
:
1860 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1862 case WINED3D_TYPE_INT
:
1863 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1867 FIXME("Unhandled type %#x.\n", e
->component_type
);
1869 case WINED3D_TYPE_UNKNOWN
:
1870 case WINED3D_TYPE_FLOAT
:
1871 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1876 /** Generate the variable & register declarations for the GLSL output target */
1877 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1878 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1879 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1881 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1882 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1883 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1884 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1885 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1886 unsigned int i
, extra_constants_needed
= 0;
1887 const struct wined3d_shader_lconst
*lconst
;
1891 prefix
= shader_glsl_get_prefix(version
->type
);
1893 /* Prototype the subroutines */
1894 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1896 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1899 /* Declare the constants (aka uniforms) */
1900 if (shader
->limits
->constant_float
> 0)
1902 unsigned max_constantsF
;
1904 /* Unless the shader uses indirect addressing, always declare the
1905 * maximum array size and ignore that we need some uniforms privately.
1906 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1907 * and immediate values, still declare VC[256]. If the shader needs
1908 * more uniforms than we have it won't work in any case. If it uses
1909 * less, the compiler will figure out which uniforms are really used
1910 * and strip them out. This allows a shader to use c255 on a dx9 card,
1911 * as long as it doesn't also use all the other constants.
1913 * If the shader uses indirect addressing the compiler must assume
1914 * that all declared uniforms are used. In this case, declare only the
1915 * amount that we're assured to have.
1917 * Thus we run into problems in these two cases:
1918 * 1) The shader really uses more uniforms than supported.
1919 * 2) The shader uses indirect addressing, less constants than
1920 * supported, but uses a constant index > #supported consts. */
1921 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1923 /* No indirect addressing here. */
1924 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1928 if (reg_maps
->usesrelconstF
)
1930 /* Subtract the other potential uniforms from the max
1931 * available (bools, ints, and 1 row of projection matrix).
1932 * Subtract another uniform for immediate values, which have
1933 * to be loaded via uniform by the driver as well. The shader
1934 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1935 * shader code, so one vec4 should be enough. (Unfortunately
1936 * the Nvidia driver doesn't store 128 and -128 in one float).
1938 * Writing gl_ClipVertex requires one uniform for each
1939 * clipplane as well. */
1940 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1941 if (vs_args
->clip_enabled
)
1942 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
1943 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1944 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1945 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1946 * for now take this into account when calculating the number of available constants
1948 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1949 /* Set by driver quirks in directx.c */
1950 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1952 if (max_constantsF
< shader
->limits
->constant_float
)
1954 static unsigned int once
;
1957 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1958 " it may not render correctly.\n");
1960 WARN("The hardware does not support enough uniform components to run this shader.\n");
1965 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1968 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1969 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1972 /* Always declare the full set of constants, the compiler can remove the
1973 * unused ones because d3d doesn't (yet) support indirect int and bool
1974 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1975 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1976 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1978 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1979 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1981 /* Declare immediate constant buffer */
1983 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
1985 /* Declare constant buffers */
1986 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1988 if (reg_maps
->cb_sizes
[i
])
1989 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1990 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1993 /* Declare texture samplers */
1994 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1996 struct wined3d_shader_sampler_map_entry
*entry
;
1997 const char *sampler_type_prefix
, *sampler_type
;
1998 BOOL shadow_sampler
, tex_rect
;
2000 entry
= ®_maps
->sampler_map
.entries
[i
];
2002 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2004 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2008 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2010 case WINED3D_DATA_FLOAT
:
2011 case WINED3D_DATA_UNORM
:
2012 case WINED3D_DATA_SNORM
:
2013 sampler_type_prefix
= "";
2016 case WINED3D_DATA_INT
:
2017 sampler_type_prefix
= "i";
2020 case WINED3D_DATA_UINT
:
2021 sampler_type_prefix
= "u";
2025 sampler_type_prefix
= "";
2026 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2030 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2031 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2033 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2035 sampler_type
= "sampler1DShadow";
2037 sampler_type
= "sampler1D";
2040 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2041 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2042 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2043 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2047 sampler_type
= "sampler2DRectShadow";
2049 sampler_type
= "sampler2DShadow";
2054 sampler_type
= "sampler2DRect";
2056 sampler_type
= "sampler2D";
2060 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2062 FIXME("Unsupported 3D shadow sampler.\n");
2063 sampler_type
= "sampler3D";
2066 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2068 FIXME("Unsupported Cube shadow sampler.\n");
2069 sampler_type
= "samplerCube";
2072 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2074 sampler_type
= "sampler2DArrayShadow";
2076 sampler_type
= "sampler2DArray";
2080 sampler_type
= "unsupported_sampler";
2081 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2084 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2085 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2088 /* Declare images */
2089 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2091 const char *image_type_prefix
, *image_type
, *read_format
;
2093 if (!reg_maps
->uav_resource_info
[i
].type
)
2096 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2098 case WINED3D_DATA_FLOAT
:
2099 case WINED3D_DATA_UNORM
:
2100 case WINED3D_DATA_SNORM
:
2101 image_type_prefix
= "";
2102 read_format
= "r32f";
2105 case WINED3D_DATA_INT
:
2106 image_type_prefix
= "i";
2107 read_format
= "r32i";
2110 case WINED3D_DATA_UINT
:
2111 image_type_prefix
= "u";
2112 read_format
= "r32ui";
2116 image_type_prefix
= "";
2118 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2122 switch (reg_maps
->uav_resource_info
[i
].type
)
2124 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2125 image_type
= "image2D";
2128 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2129 image_type
= "image3D";
2133 image_type
= "unsupported_image";
2134 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2138 if (reg_maps
->uav_read_mask
& (1u << i
))
2139 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2140 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2142 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2143 image_type_prefix
, image_type
, prefix
, i
);
2146 /* Declare uniforms for NP2 texcoord fixup:
2147 * This is NOT done inside the loop that declares the texture samplers
2148 * since the NP2 fixup code is currently only used for the GeforceFX
2149 * series and when forcing the ARB_npot extension off. Modern cards just
2150 * skip the code anyway, so put it inside a separate loop. */
2151 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2153 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2156 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2157 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2158 * samplerNP2Fixup stores texture dimensions and is updated through
2159 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2161 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2163 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2166 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2168 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2172 fixup
->idx
[i
] = cur
++;
2175 fixup
->num_consts
= (cur
+ 1) >> 1;
2176 fixup
->active
= ps_args
->np2_fixup
;
2177 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2180 /* Declare address variables */
2181 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2183 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2186 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2188 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2189 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2191 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2193 shader_addline(buffer
, "uniform struct\n{\n");
2194 shader_addline(buffer
, " float size;\n");
2195 shader_addline(buffer
, " float size_min;\n");
2196 shader_addline(buffer
, " float size_max;\n");
2197 shader_addline(buffer
, "} ffp_point;\n");
2200 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2202 if (vs_args
->clip_enabled
)
2203 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2205 if (version
->major
< 3)
2207 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2208 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2209 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2210 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2214 if (version
->major
< 4)
2215 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2217 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2219 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2221 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2225 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2226 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2227 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2228 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2231 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2233 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2235 shader_addline(buffer
, "uniform struct\n{\n");
2236 shader_addline(buffer
, " vec4 color;\n");
2237 shader_addline(buffer
, " float density;\n");
2238 shader_addline(buffer
, " float end;\n");
2239 shader_addline(buffer
, " float scale;\n");
2240 shader_addline(buffer
, "} ffp_fog;\n");
2242 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2244 if (glsl_is_color_reg_read(shader
, 0))
2245 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2246 if (glsl_is_color_reg_read(shader
, 1))
2247 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2248 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2249 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2253 if (glsl_is_color_reg_read(shader
, 0))
2254 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2255 if (glsl_is_color_reg_read(shader
, 1))
2256 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2257 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2258 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2259 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2263 if (version
->major
>= 3)
2265 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2267 if (ps_args
->vp_mode
== vertexshader
)
2268 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2269 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2272 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2277 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2279 if (reg_maps
->luminanceparams
& (1u << i
))
2281 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2282 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2283 extra_constants_needed
++;
2286 extra_constants_needed
++;
2289 if (ps_args
->srgb_correction
)
2291 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2292 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2293 shader_addline(buffer
, ";\n");
2294 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2295 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2296 shader_addline(buffer
, ";\n");
2298 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2300 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2302 ++extra_constants_needed
;
2303 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2307 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2309 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2310 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2311 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2312 else if (!ps_args
->render_offscreen
)
2313 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2315 shader_addline(buffer
, "vec4 vpos;\n");
2319 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2320 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2322 if (!needs_legacy_glsl_syntax(gl_info
))
2323 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2325 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2326 FIXME("Insufficient uniforms to run this shader.\n");
2329 /* Declare output register temporaries */
2330 if (shader
->limits
->packed_output
)
2331 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2333 /* Declare temporary variables */
2334 if (reg_maps
->temporary_count
)
2336 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2337 shader_addline(buffer
, "vec4 R%u;\n", i
);
2341 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2344 shader_addline(buffer
, "vec4 R%u;\n", i
);
2348 /* Declare indexable temporary variables */
2349 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2351 if (idx_temp_reg
->component_count
!= 4)
2352 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2353 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2356 /* Declare loop registers aLx */
2357 if (version
->major
< 4)
2359 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2361 shader_addline(buffer
, "int aL%u;\n", i
);
2362 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2366 /* Temporary variables for matrix operations */
2367 shader_addline(buffer
, "vec4 tmp0;\n");
2368 shader_addline(buffer
, "vec4 tmp1;\n");
2370 if (!shader
->load_local_constsF
)
2372 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2374 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2375 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2376 shader_addline(buffer
, ";\n");
2381 /*****************************************************************************
2382 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2384 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2385 ****************************************************************************/
2388 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2389 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2391 /** Used for opcode modifiers - They multiply the result by the specified amount */
2392 static const char * const shift_glsl_tab
[] = {
2394 "2.0 * ", /* 1 (x2) */
2395 "4.0 * ", /* 2 (x4) */
2396 "8.0 * ", /* 3 (x8) */
2397 "16.0 * ", /* 4 (x16) */
2398 "32.0 * ", /* 5 (x32) */
2405 "0.0625 * ", /* 12 (d16) */
2406 "0.125 * ", /* 13 (d8) */
2407 "0.25 * ", /* 14 (d4) */
2408 "0.5 * " /* 15 (d2) */
2411 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2412 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2413 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2415 switch (src_modifier
)
2417 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2418 case WINED3DSPSM_DW
:
2419 case WINED3DSPSM_NONE
:
2420 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2422 case WINED3DSPSM_NEG
:
2423 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2425 case WINED3DSPSM_NOT
:
2426 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2428 case WINED3DSPSM_BIAS
:
2429 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2431 case WINED3DSPSM_BIASNEG
:
2432 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2434 case WINED3DSPSM_SIGN
:
2435 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2437 case WINED3DSPSM_SIGNNEG
:
2438 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2440 case WINED3DSPSM_COMP
:
2441 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2443 case WINED3DSPSM_X2
:
2444 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2446 case WINED3DSPSM_X2NEG
:
2447 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2449 case WINED3DSPSM_ABS
:
2450 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2452 case WINED3DSPSM_ABSNEG
:
2453 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2456 FIXME("Unhandled modifier %u\n", src_modifier
);
2457 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2461 /** Writes the GLSL variable name that corresponds to the register that the
2462 * DX opcode parameter is trying to access */
2463 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2464 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2466 /* oPos, oFog and oPts in D3D */
2467 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2469 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2470 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2471 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2472 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2473 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2474 struct glsl_src_param rel_param0
, rel_param1
;
2475 char imm_str
[4][17];
2477 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2478 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2479 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2480 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2485 case WINED3DSPR_TEMP
:
2486 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2489 case WINED3DSPR_INPUT
:
2490 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2492 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2494 if (reg
->idx
[0].rel_addr
)
2495 FIXME("VS3+ input registers relative addressing.\n");
2496 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2498 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2502 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2504 if (reg
->idx
[0].rel_addr
)
2506 if (reg
->idx
[1].rel_addr
)
2507 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2508 rel_param0
.param_str
, reg
->idx
[0].offset
,
2509 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2510 rel_param1
.param_str
, reg
->idx
[1].offset
);
2512 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2513 rel_param0
.param_str
, reg
->idx
[0].offset
,
2514 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2515 reg
->idx
[1].offset
);
2517 else if (reg
->idx
[1].rel_addr
)
2518 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2519 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2520 rel_param1
.param_str
, reg
->idx
[1].offset
);
2522 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2523 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2524 reg
->idx
[1].offset
);
2528 /* pixel shaders >= 3.0 */
2529 if (version
->major
>= 3)
2531 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2532 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2534 if (reg
->idx
[0].rel_addr
)
2536 /* Removing a + 0 would be an obvious optimization, but
2537 * OS X doesn't see the NOP operation there. */
2540 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2541 && shader
->u
.ps
.declared_in_count
> in_count
)
2543 sprintf(register_name
,
2544 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2545 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2546 prefix
, rel_param0
.param_str
, idx
);
2550 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2555 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2556 && shader
->u
.ps
.declared_in_count
> in_count
)
2558 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2559 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2560 prefix
, rel_param0
.param_str
);
2564 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2570 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2571 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2572 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2577 if (!reg
->idx
[0].offset
)
2578 strcpy(register_name
, "ffp_varying_diffuse");
2580 strcpy(register_name
, "ffp_varying_specular");
2585 case WINED3DSPR_CONST
:
2587 /* Relative addressing */
2588 if (reg
->idx
[0].rel_addr
)
2590 if (wined3d_settings
.check_float_constants
)
2591 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2592 rel_param0
.param_str
, reg
->idx
[0].offset
,
2593 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2594 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2595 else if (reg
->idx
[0].offset
)
2596 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2598 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2602 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2603 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2605 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2610 case WINED3DSPR_CONSTINT
:
2611 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2614 case WINED3DSPR_CONSTBOOL
:
2615 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2618 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2619 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2620 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2622 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2625 case WINED3DSPR_LOOP
:
2626 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2629 case WINED3DSPR_SAMPLER
:
2630 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2633 case WINED3DSPR_COLOROUT
:
2634 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2635 WARN("Write to render target %u, only %d supported.\n",
2636 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2638 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2641 case WINED3DSPR_RASTOUT
:
2642 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2645 case WINED3DSPR_DEPTHOUT
:
2646 sprintf(register_name
, "gl_FragDepth");
2649 case WINED3DSPR_ATTROUT
:
2650 if (!reg
->idx
[0].offset
)
2651 sprintf(register_name
, "%s_out[8]", prefix
);
2653 sprintf(register_name
, "%s_out[9]", prefix
);
2656 case WINED3DSPR_TEXCRDOUT
:
2657 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2658 if (reg
->idx
[0].rel_addr
)
2659 FIXME("VS3 output registers relative addressing.\n");
2660 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2663 case WINED3DSPR_MISCTYPE
:
2664 if (!reg
->idx
[0].offset
)
2667 sprintf(register_name
, "vpos");
2669 else if (reg
->idx
[0].offset
== 1)
2671 /* Note that gl_FrontFacing is a bool, while vFace is
2672 * a float for which the sign determines front/back */
2673 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2677 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2678 sprintf(register_name
, "unrecognized_register");
2682 case WINED3DSPR_IMMCONST
:
2683 switch (reg
->immconst_type
)
2685 case WINED3D_IMMCONST_SCALAR
:
2686 switch (reg
->data_type
)
2688 case WINED3D_DATA_FLOAT
:
2689 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2690 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->immconst_data
[0]);
2692 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2694 case WINED3D_DATA_INT
:
2695 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2697 case WINED3D_DATA_RESOURCE
:
2698 case WINED3D_DATA_SAMPLER
:
2699 case WINED3D_DATA_UINT
:
2700 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2703 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2708 case WINED3D_IMMCONST_VEC4
:
2709 switch (reg
->data_type
)
2711 case WINED3D_DATA_FLOAT
:
2712 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2714 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2715 reg
->immconst_data
[0], reg
->immconst_data
[1],
2716 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2720 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2721 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2722 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2723 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2724 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2725 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2728 case WINED3D_DATA_INT
:
2729 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2730 reg
->immconst_data
[0], reg
->immconst_data
[1],
2731 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2733 case WINED3D_DATA_RESOURCE
:
2734 case WINED3D_DATA_SAMPLER
:
2735 case WINED3D_DATA_UINT
:
2736 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2737 reg
->immconst_data
[0], reg
->immconst_data
[1],
2738 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2741 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2747 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2748 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2752 case WINED3DSPR_CONSTBUFFER
:
2753 if (reg
->idx
[1].rel_addr
)
2754 sprintf(register_name
, "%s_cb%u[%s + %u]",
2755 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2757 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2760 case WINED3DSPR_IMMCONSTBUFFER
:
2761 if (reg
->idx
[0].rel_addr
)
2762 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2764 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2767 case WINED3DSPR_PRIMID
:
2768 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2771 case WINED3DSPR_IDXTEMP
:
2772 if (reg
->idx
[1].rel_addr
)
2773 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2775 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2779 FIXME("Unhandled register type %#x.\n", reg
->type
);
2780 sprintf(register_name
, "unrecognized_register");
2785 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2788 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2789 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2790 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2791 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2795 /* Get the GLSL write mask for the destination register */
2796 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2798 DWORD mask
= param
->write_mask
;
2800 if (shader_is_scalar(¶m
->reg
))
2802 mask
= WINED3DSP_WRITEMASK_0
;
2807 shader_glsl_write_mask_to_str(mask
, write_mask
);
2813 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2814 unsigned int size
= 0;
2816 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2817 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2818 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2819 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2824 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2826 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2827 * but addressed as "rgba". To fix this we need to swap the register's x
2828 * and z components. */
2829 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2832 /* swizzle bits fields: wwzzyyxx */
2833 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2834 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2835 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2836 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2840 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2841 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2843 if (shader_is_scalar(¶m
->reg
))
2844 *swizzle_str
= '\0';
2846 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2849 /* From a given parameter token, generate the corresponding GLSL string.
2850 * Also, return the actual register name and swizzle in case the
2851 * caller needs this information as well. */
2852 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
2853 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2854 enum wined3d_data_type data_type
)
2856 BOOL is_color
= FALSE
;
2857 char swizzle_str
[6];
2859 glsl_src
->reg_name
[0] = '\0';
2860 glsl_src
->param_str
[0] = '\0';
2861 swizzle_str
[0] = '\0';
2863 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2864 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2866 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2868 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2876 case WINED3D_DATA_FLOAT
:
2877 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2879 case WINED3D_DATA_INT
:
2880 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2882 case WINED3D_DATA_RESOURCE
:
2883 case WINED3D_DATA_SAMPLER
:
2884 case WINED3D_DATA_UINT
:
2885 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2888 FIXME("Unhandled data type %#x.\n", data_type
);
2889 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2893 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2897 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2898 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2900 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
2903 /* From a given parameter token, generate the corresponding GLSL string.
2904 * Also, return the actual register name and swizzle in case the
2905 * caller needs this information as well. */
2906 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2907 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2909 BOOL is_color
= FALSE
;
2911 glsl_dst
->mask_str
[0] = '\0';
2912 glsl_dst
->reg_name
[0] = '\0';
2914 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2915 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2918 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2919 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2920 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2921 enum wined3d_data_type data_type
)
2923 struct glsl_dst_param glsl_dst
;
2926 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2930 case WINED3D_DATA_FLOAT
:
2931 shader_addline(buffer
, "%s%s = %s(",
2932 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2934 case WINED3D_DATA_INT
:
2935 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2936 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2938 case WINED3D_DATA_RESOURCE
:
2939 case WINED3D_DATA_SAMPLER
:
2940 case WINED3D_DATA_UINT
:
2941 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2942 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2945 FIXME("Unhandled data type %#x.\n", data_type
);
2946 shader_addline(buffer
, "%s%s = %s(",
2947 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2955 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2956 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2958 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2961 /** Process GLSL instruction modifiers */
2962 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2964 struct glsl_dst_param dst_param
;
2967 if (!ins
->dst_count
) return;
2969 modifiers
= ins
->dst
[0].modifiers
;
2970 if (!modifiers
) return;
2972 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2974 if (modifiers
& WINED3DSPDM_SATURATE
)
2976 /* _SAT means to clamp the value of the register to between 0 and 1 */
2977 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2978 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2981 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2983 FIXME("_centroid modifier not handled\n");
2986 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2988 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2992 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2996 case WINED3D_SHADER_REL_OP_GT
: return ">";
2997 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2998 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2999 case WINED3D_SHADER_REL_OP_LT
: return "<";
3000 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3001 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3003 FIXME("Unrecognized operator %#x.\n", op
);
3008 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3009 const struct wined3d_shader_version
*version
)
3011 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3014 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3015 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3017 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3018 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3019 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3020 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3021 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3022 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3023 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3024 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3025 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3026 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3027 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3028 const char *base
= "texture", *type_part
= "", *suffix
= "";
3029 unsigned int coord_size
, deriv_size
;
3032 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3034 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3036 ERR("Unexpected resource type %#x.\n", resource_type
);
3037 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3039 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3040 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3042 /* Note that there's no such thing as a projected cube texture. */
3043 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3046 if (needs_legacy_glsl_syntax(gl_info
))
3051 type_part
= resource_type_info
[resource_type
].type_part
;
3052 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3053 type_part
= "2DRect";
3055 FIXME("Unhandled resource type %#x.\n", resource_type
);
3057 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3059 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3062 FIXME("Unsupported grad function.\n");
3066 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3068 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3069 if (flags
& ~texel_fetch_flags
)
3070 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3072 base
= "texelFetch";
3076 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3077 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3078 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3080 coord_size
= resource_type_info
[resource_type
].coord_size
;
3081 deriv_size
= coord_size
;
3086 sample_function
->offset_size
= offset
? deriv_size
: 0;
3087 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3088 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3089 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3092 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3093 struct glsl_sample_function
*sample_function
)
3095 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3097 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3100 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3101 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3103 switch(channel_source
)
3105 case CHANNEL_SOURCE_ZERO
:
3106 strcat(arguments
, "0.0");
3109 case CHANNEL_SOURCE_ONE
:
3110 strcat(arguments
, "1.0");
3113 case CHANNEL_SOURCE_X
:
3114 strcat(arguments
, reg_name
);
3115 strcat(arguments
, ".x");
3118 case CHANNEL_SOURCE_Y
:
3119 strcat(arguments
, reg_name
);
3120 strcat(arguments
, ".y");
3123 case CHANNEL_SOURCE_Z
:
3124 strcat(arguments
, reg_name
);
3125 strcat(arguments
, ".z");
3128 case CHANNEL_SOURCE_W
:
3129 strcat(arguments
, reg_name
);
3130 strcat(arguments
, ".w");
3134 FIXME("Unhandled channel source %#x\n", channel_source
);
3135 strcat(arguments
, "undefined");
3139 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3142 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3143 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3145 unsigned int mask_size
, remaining
;
3146 DWORD fixup_mask
= 0;
3147 char arguments
[256];
3150 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3151 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3152 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3153 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3154 if (!(mask
&= fixup_mask
))
3157 if (is_complex_fixup(fixup
))
3159 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3160 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3164 shader_glsl_write_mask_to_str(mask
, mask_str
);
3165 mask_size
= shader_glsl_get_write_mask_size(mask
);
3167 arguments
[0] = '\0';
3168 remaining
= mask_size
;
3169 if (mask
& WINED3DSP_WRITEMASK_0
)
3171 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3172 if (--remaining
) strcat(arguments
, ", ");
3174 if (mask
& WINED3DSP_WRITEMASK_1
)
3176 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3177 if (--remaining
) strcat(arguments
, ", ");
3179 if (mask
& WINED3DSP_WRITEMASK_2
)
3181 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3182 if (--remaining
) strcat(arguments
, ", ");
3184 if (mask
& WINED3DSP_WRITEMASK_3
)
3186 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3187 if (--remaining
) strcat(arguments
, ", ");
3191 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3193 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3196 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3201 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3202 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3205 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3206 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3207 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3208 const char *coord_reg_fmt
, ...)
3210 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3211 char dst_swizzle
[6];
3212 struct color_fixup_desc fixup
;
3213 BOOL np2_fixup
= FALSE
;
3217 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3219 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3220 * We actually rely on it for vertex shaders and SM4+. */
3221 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3223 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3224 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3226 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3231 fixup
= COLOR_FIXUP_IDENTITY
;
3234 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3236 if (sample_function
->output_single_component
)
3237 shader_addline(ins
->ctx
->buffer
, "vec4(");
3239 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3240 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3244 va_start(args
, coord_reg_fmt
);
3245 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3249 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3255 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3256 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3258 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3261 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3262 idx
>> 1, (idx
% 2) ? "z" : "x");
3265 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3266 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3269 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3270 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3273 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3274 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3279 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3281 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3282 if (sample_function
->offset_size
)
3284 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3285 shader_addline(ins
->ctx
->buffer
, ", ");
3286 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3288 shader_addline(ins
->ctx
->buffer
, ")");
3290 if (sample_function
->output_single_component
)
3291 shader_addline(ins
->ctx
->buffer
, ")");
3293 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3295 if (!is_identity_fixup(fixup
))
3296 shader_glsl_color_correction(ins
, fixup
);
3299 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3301 /* Write the final position.
3303 * OpenGL coordinates specify the center of the pixel while D3D coords
3304 * specify the corner. The offsets are stored in z and w in
3305 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3306 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3308 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3309 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3311 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3314 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3315 * shaders are run before the homogeneous divide, so we have to take the w
3316 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3318 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3321 /*****************************************************************************
3322 * Begin processing individual instruction opcodes
3323 ****************************************************************************/
3325 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3327 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3328 struct glsl_src_param src0_param
;
3329 struct glsl_src_param src1_param
;
3333 /* Determine the GLSL operator to use based on the opcode */
3334 switch (ins
->handler_idx
)
3336 case WINED3DSIH_ADD
: op
= "+"; break;
3337 case WINED3DSIH_AND
: op
= "&"; break;
3338 case WINED3DSIH_DIV
: op
= "/"; break;
3339 case WINED3DSIH_IADD
: op
= "+"; break;
3340 case WINED3DSIH_ISHL
: op
= "<<"; break;
3341 case WINED3DSIH_ISHR
: op
= ">>"; break;
3342 case WINED3DSIH_MUL
: op
= "*"; break;
3343 case WINED3DSIH_OR
: op
= "|"; break;
3344 case WINED3DSIH_SUB
: op
= "-"; break;
3345 case WINED3DSIH_USHR
: op
= ">>"; break;
3346 case WINED3DSIH_XOR
: op
= "^"; break;
3348 op
= "<unhandled operator>";
3349 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3353 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3354 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3355 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3356 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3359 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3361 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3362 struct glsl_src_param src0_param
;
3363 struct glsl_src_param src1_param
;
3364 unsigned int mask_size
;
3368 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3369 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3370 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3371 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3375 switch (ins
->handler_idx
)
3377 case WINED3DSIH_EQ
: op
= "equal"; break;
3378 case WINED3DSIH_IEQ
: op
= "equal"; break;
3379 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3380 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3381 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3382 case WINED3DSIH_LT
: op
= "lessThan"; break;
3383 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3384 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3385 case WINED3DSIH_NE
: op
= "notEqual"; break;
3386 case WINED3DSIH_INE
: op
= "notEqual"; break;
3388 op
= "<unhandled operator>";
3389 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3393 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3394 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3398 switch (ins
->handler_idx
)
3400 case WINED3DSIH_EQ
: op
= "=="; break;
3401 case WINED3DSIH_IEQ
: op
= "=="; break;
3402 case WINED3DSIH_GE
: op
= ">="; break;
3403 case WINED3DSIH_IGE
: op
= ">="; break;
3404 case WINED3DSIH_UGE
: op
= ">="; break;
3405 case WINED3DSIH_LT
: op
= "<"; break;
3406 case WINED3DSIH_ILT
: op
= "<"; break;
3407 case WINED3DSIH_ULT
: op
= "<"; break;
3408 case WINED3DSIH_NE
: op
= "!="; break;
3409 case WINED3DSIH_INE
: op
= "!="; break;
3411 op
= "<unhandled operator>";
3412 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3416 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3417 src0_param
.param_str
, op
, src1_param
.param_str
);
3421 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3423 struct glsl_src_param src_param
;
3427 switch (ins
->handler_idx
)
3429 case WINED3DSIH_INEG
: op
= "-"; break;
3430 case WINED3DSIH_NOT
: op
= "~"; break;
3432 op
= "<unhandled operator>";
3433 ERR("Unhandled opcode %s.\n",
3434 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3438 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3439 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3440 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3443 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3445 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3446 struct glsl_src_param src0_param
;
3447 struct glsl_src_param src1_param
;
3450 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3451 * not, we can emulate it. */
3452 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3453 FIXME("64-bit integer multiplies not implemented.\n");
3455 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3457 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3458 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3459 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3461 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3462 src0_param
.param_str
, src1_param
.param_str
);
3466 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3468 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3469 struct glsl_src_param src0_param
, src1_param
;
3472 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3474 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3478 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3479 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3480 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3481 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3482 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3484 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3485 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3486 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3487 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3489 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3490 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3494 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3495 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3496 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3497 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3500 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3502 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3503 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3504 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3505 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3509 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3510 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3512 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3513 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3514 struct glsl_src_param src0_param
;
3517 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3518 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3520 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3521 * shader versions WINED3DSIO_MOVA is used for this. */
3522 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3523 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3524 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3526 /* This is a simple floor() */
3527 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3528 if (mask_size
> 1) {
3529 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3531 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3534 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3536 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3537 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3539 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3542 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3544 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3549 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3550 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3552 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3553 src0_param
.param_str
, src0_param
.param_str
);
3558 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3562 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3563 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3565 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3566 struct glsl_src_param src0_param
;
3567 struct glsl_src_param src1_param
;
3568 DWORD dst_write_mask
, src_write_mask
;
3569 unsigned int dst_size
;
3571 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3572 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3574 /* dp4 works on vec4, dp3 on vec3, etc. */
3575 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3576 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3577 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3578 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3580 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3582 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3583 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3586 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3588 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3592 /* Note that this instruction has some restrictions. The destination write mask
3593 * can't contain the w component, and the source swizzles have to be .xyzw */
3594 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3596 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3597 struct glsl_src_param src0_param
;
3598 struct glsl_src_param src1_param
;
3601 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3602 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3603 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3604 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3605 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3608 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3610 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3613 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3615 FIXME("Unhandled primitive stream %u.\n", stream
);
3618 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3619 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3620 * GLSL uses the value as-is. */
3621 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3623 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3624 struct glsl_src_param src0_param
;
3625 struct glsl_src_param src1_param
;
3626 DWORD dst_write_mask
;
3627 unsigned int dst_size
;
3629 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3630 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3632 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3633 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3637 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3638 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3642 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3643 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3647 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3648 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3650 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3651 struct glsl_src_param src_param
;
3652 const char *instruction
;
3656 /* Determine the GLSL function to use based on the opcode */
3657 /* TODO: Possibly make this a table for faster lookups */
3658 switch (ins
->handler_idx
)
3660 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3661 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3662 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3663 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3664 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3665 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3666 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3667 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3668 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3669 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3670 case WINED3DSIH_MAX
: instruction
= "max"; break;
3671 case WINED3DSIH_MIN
: instruction
= "min"; break;
3672 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3673 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3674 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3675 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3676 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3677 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3678 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3679 default: instruction
= "";
3680 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3684 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3686 shader_addline(buffer
, "%s(", instruction
);
3690 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3691 shader_addline(buffer
, "%s", src_param
.param_str
);
3692 for (i
= 1; i
< ins
->src_count
; ++i
)
3694 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3695 shader_addline(buffer
, ", %s", src_param
.param_str
);
3699 shader_addline(buffer
, "));\n");
3702 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3704 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3706 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3707 struct glsl_src_param src_param
;
3708 unsigned int mask_size
;
3712 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3713 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3714 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3716 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3717 src_param
.param_str
, src_param
.param_str
);
3718 shader_glsl_append_dst(buffer
, ins
);
3722 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3723 mask_size
, src_param
.param_str
);
3727 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3728 src_param
.param_str
);
3732 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3734 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3735 ins
->ctx
->reg_maps
->shader_version
.minor
);
3736 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3737 struct glsl_src_param src0_param
;
3738 const char *prefix
, *suffix
;
3739 unsigned int dst_size
;
3740 DWORD dst_write_mask
;
3742 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3743 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3745 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3746 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3748 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3750 switch (ins
->handler_idx
)
3752 case WINED3DSIH_EXP
:
3753 case WINED3DSIH_EXPP
:
3758 case WINED3DSIH_LOG
:
3759 case WINED3DSIH_LOGP
:
3760 prefix
= "log2(abs(";
3764 case WINED3DSIH_RCP
:
3769 case WINED3DSIH_RSQ
:
3770 prefix
= "inversesqrt(abs(";
3777 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3781 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3782 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3784 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3787 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3788 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3789 * dst.x = 2^(floor(src))
3790 * dst.y = src - floor(src)
3791 * dst.z = 2^src (partial precision is allowed, but optional)
3793 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3794 * dst = 2^src; (partial precision is allowed, but optional)
3796 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3798 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3800 struct glsl_src_param src_param
;
3803 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3805 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3806 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3807 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3808 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3810 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3811 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3812 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3816 shader_glsl_scalar_op(ins
);
3819 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3820 const char *vector_constructor
, const char *scalar_constructor
)
3822 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3823 struct glsl_src_param src_param
;
3824 unsigned int mask_size
;
3827 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3828 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3829 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3832 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3834 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3837 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3839 shader_glsl_cast(ins
, "ivec", "int");
3842 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3844 shader_glsl_cast(ins
, "uvec", "uint");
3847 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3849 shader_glsl_cast(ins
, "vec", "float");
3852 /** Process signed comparison opcodes in GLSL. */
3853 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3855 struct glsl_src_param src0_param
;
3856 struct glsl_src_param src1_param
;
3858 unsigned int mask_size
;
3860 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3861 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3862 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3863 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3865 if (mask_size
> 1) {
3866 const char *compare
;
3868 switch(ins
->handler_idx
)
3870 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3871 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3872 default: compare
= "";
3873 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3876 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3877 src0_param
.param_str
, src1_param
.param_str
);
3879 switch(ins
->handler_idx
)
3881 case WINED3DSIH_SLT
:
3882 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3883 * to return 0.0 but step returns 1.0 because step is not < x
3884 * An alternative is a bvec compare padded with an unused second component.
3885 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3886 * issue. Playing with not() is not possible either because not() does not accept
3889 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3890 src0_param
.param_str
, src1_param
.param_str
);
3892 case WINED3DSIH_SGE
:
3893 /* Here we can use the step() function and safe a conditional */
3894 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3897 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3903 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3905 const char *condition_prefix
, *condition_suffix
;
3906 struct wined3d_shader_dst_param dst
;
3907 struct glsl_src_param src0_param
;
3908 struct glsl_src_param src1_param
;
3909 struct glsl_src_param src2_param
;
3910 BOOL temp_destination
= FALSE
;
3911 DWORD cmp_channel
= 0;
3916 switch (ins
->handler_idx
)
3918 case WINED3DSIH_CMP
:
3919 condition_prefix
= "";
3920 condition_suffix
= " >= 0.0";
3923 case WINED3DSIH_CND
:
3924 condition_prefix
= "";
3925 condition_suffix
= " > 0.5";
3928 case WINED3DSIH_MOVC
:
3929 condition_prefix
= "bool(";
3930 condition_suffix
= ")";
3934 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3935 condition_prefix
= "<unhandled prefix>";
3936 condition_suffix
= "<unhandled suffix>";
3940 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3942 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3943 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3944 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3945 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3947 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3948 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3949 src1_param
.param_str
, src2_param
.param_str
);
3955 /* Splitting the instruction up in multiple lines imposes a problem:
3956 * The first lines may overwrite source parameters of the following lines.
3957 * Deal with that by using a temporary destination register if needed. */
3958 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3959 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3960 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3961 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3962 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3963 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3964 temp_destination
= TRUE
;
3966 /* Cycle through all source0 channels. */
3967 for (i
= 0; i
< 4; ++i
)
3970 /* Find the destination channels which use the current source0 channel. */
3971 for (j
= 0; j
< 4; ++j
)
3973 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3975 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3976 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3979 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3981 if (temp_destination
)
3983 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3985 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3987 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3990 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3991 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3992 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3994 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3995 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3996 src1_param
.param_str
, src2_param
.param_str
);
3999 if (temp_destination
)
4001 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4002 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4003 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4007 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4008 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4009 * the compare is done per component of src0. */
4010 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4012 struct glsl_src_param src0_param
;
4013 struct glsl_src_param src1_param
;
4014 struct glsl_src_param src2_param
;
4016 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4017 ins
->ctx
->reg_maps
->shader_version
.minor
);
4019 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4021 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4022 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4023 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4024 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4026 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4027 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4029 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4030 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4034 shader_glsl_conditional_move(ins
);
4037 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4038 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4040 struct glsl_src_param src0_param
;
4041 struct glsl_src_param src1_param
;
4042 struct glsl_src_param src2_param
;
4045 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4046 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4047 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4048 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4049 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4050 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4053 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4054 Vertex shaders to GLSL codes */
4055 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4058 int nComponents
= 0;
4059 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4060 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4061 struct wined3d_shader_instruction tmp_ins
;
4063 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4065 /* Set constants for the temporary argument */
4066 tmp_ins
.ctx
= ins
->ctx
;
4067 tmp_ins
.dst_count
= 1;
4068 tmp_ins
.dst
= &tmp_dst
;
4069 tmp_ins
.src_count
= 2;
4070 tmp_ins
.src
= tmp_src
;
4072 switch(ins
->handler_idx
)
4074 case WINED3DSIH_M4x4
:
4076 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4078 case WINED3DSIH_M4x3
:
4080 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4082 case WINED3DSIH_M3x4
:
4084 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4086 case WINED3DSIH_M3x3
:
4088 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4090 case WINED3DSIH_M3x2
:
4092 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4098 tmp_dst
= ins
->dst
[0];
4099 tmp_src
[0] = ins
->src
[0];
4100 tmp_src
[1] = ins
->src
[1];
4101 for (i
= 0; i
< nComponents
; ++i
)
4103 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4104 shader_glsl_dot(&tmp_ins
);
4105 ++tmp_src
[1].reg
.idx
[0].offset
;
4110 The LRP instruction performs a component-wise linear interpolation
4111 between the second and third operands using the first operand as the
4112 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4113 This is equivalent to mix(src2, src1, src0);
4115 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4117 struct glsl_src_param src0_param
;
4118 struct glsl_src_param src1_param
;
4119 struct glsl_src_param src2_param
;
4122 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4124 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4125 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4126 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4128 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4129 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4132 /** Process the WINED3DSIO_LIT instruction in GLSL:
4133 * dst.x = dst.w = 1.0
4134 * dst.y = (src0.x > 0) ? src0.x
4135 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4136 * where src.w is clamped at +- 128
4138 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4140 struct glsl_src_param src0_param
;
4141 struct glsl_src_param src1_param
;
4142 struct glsl_src_param src3_param
;
4145 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4146 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4148 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4149 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4150 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4152 /* The sdk specifies the instruction like this
4154 * if(src.x > 0.0) dst.y = src.x
4156 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4159 * (where power = src.w clamped between -128 and 128)
4161 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4162 * dst.x = 1.0 ... No further explanation needed
4163 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4164 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4165 * dst.w = 1.0. ... Nothing fancy.
4167 * So we still have one conditional in there. So do this:
4168 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4170 * 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),
4171 * 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.
4172 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4174 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4175 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4176 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4178 shader_addline(ins
->ctx
->buffer
,
4179 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4180 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4181 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4182 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4185 /** Process the WINED3DSIO_DST instruction in GLSL:
4187 * dst.y = src0.x * src0.y
4191 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4193 struct glsl_src_param src0y_param
;
4194 struct glsl_src_param src0z_param
;
4195 struct glsl_src_param src1y_param
;
4196 struct glsl_src_param src1w_param
;
4199 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4200 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4202 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4203 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4204 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4205 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4207 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4208 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4211 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4212 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4213 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4215 * dst.x = cos(src0.?)
4216 * dst.y = sin(src0.?)
4220 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4222 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4223 struct glsl_src_param src0_param
;
4226 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4228 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4230 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4233 case WINED3DSP_WRITEMASK_0
:
4234 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4237 case WINED3DSP_WRITEMASK_1
:
4238 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4241 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4242 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4243 src0_param
.param_str
, src0_param
.param_str
);
4247 ERR("Write mask should be .x, .y or .xy\n");
4254 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4257 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4261 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4262 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4263 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4265 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4266 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4267 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4269 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4270 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4274 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4275 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4276 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4279 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4281 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4282 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4283 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4287 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4288 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4289 * generate invalid code
4291 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4293 struct glsl_src_param src0_param
;
4296 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4297 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4299 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4302 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4303 * Start a for() loop where src1.y is the initial value of aL,
4304 * increment aL by src1.z for a total of src1.x iterations.
4305 * Need to use a temporary variable for this operation.
4307 /* FIXME: I don't think nested loops will work correctly this way. */
4308 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4310 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4311 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4312 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4313 const struct wined3d_shader_lconst
*constant
;
4314 struct glsl_src_param src1_param
;
4315 const DWORD
*control_values
= NULL
;
4317 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4319 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4321 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4322 * class hardware doesn't support real varying indexing, but Microsoft
4323 * designed this feature for Shader model 2.x+. If the loop control is
4324 * known at compile time, the GLSL compiler can unroll the loop, and
4325 * replace indirect addressing with direct addressing. */
4326 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4328 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4330 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4332 control_values
= constant
->value
;
4340 struct wined3d_shader_loop_control loop_control
;
4341 loop_control
.count
= control_values
[0];
4342 loop_control
.start
= control_values
[1];
4343 loop_control
.step
= (int)control_values
[2];
4345 if (loop_control
.step
> 0)
4347 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4348 loop_state
->current_depth
, loop_control
.start
,
4349 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4350 loop_state
->current_depth
, loop_control
.step
);
4352 else if (loop_control
.step
< 0)
4354 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4355 loop_state
->current_depth
, loop_control
.start
,
4356 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4357 loop_state
->current_depth
, loop_control
.step
);
4361 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4362 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
4363 loop_state
->current_depth
, loop_control
.count
,
4364 loop_state
->current_depth
);
4369 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4370 loop_state
->current_depth
, loop_state
->current_reg
,
4371 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4372 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4375 ++loop_state
->current_reg
;
4379 shader_addline(buffer
, "for (;;)\n{\n");
4382 ++loop_state
->current_depth
;
4385 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4387 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4389 shader_addline(ins
->ctx
->buffer
, "}\n");
4391 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4393 --loop_state
->current_depth
;
4394 --loop_state
->current_reg
;
4397 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4399 --loop_state
->current_depth
;
4403 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4405 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4406 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4407 const struct wined3d_shader_lconst
*constant
;
4408 struct glsl_src_param src0_param
;
4409 const DWORD
*control_values
= NULL
;
4411 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4412 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4414 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4416 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4418 control_values
= constant
->value
;
4426 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4427 loop_state
->current_depth
, loop_state
->current_depth
,
4428 control_values
[0], loop_state
->current_depth
);
4432 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4433 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4434 loop_state
->current_depth
, loop_state
->current_depth
,
4435 src0_param
.param_str
, loop_state
->current_depth
);
4438 ++loop_state
->current_depth
;
4441 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4443 struct glsl_src_param src0_param
;
4445 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4446 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4449 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4451 struct glsl_src_param src0_param
;
4453 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4454 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4457 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4459 shader_addline(ins
->ctx
->buffer
, "default:\n");
4462 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4464 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4465 struct glsl_src_param src0_param
;
4467 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4468 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4471 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4473 struct glsl_src_param src0_param
;
4474 struct glsl_src_param src1_param
;
4476 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4477 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4479 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4480 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4483 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4485 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4488 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4490 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4492 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4493 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4494 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4497 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4499 FIXME("Unhandled primitive stream %u.\n", stream
);
4502 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4504 shader_addline(ins
->ctx
->buffer
, "break;\n");
4507 /* FIXME: According to MSDN the compare is done per component. */
4508 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4510 struct glsl_src_param src0_param
;
4511 struct glsl_src_param src1_param
;
4513 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4514 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4516 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4517 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4520 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4522 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4523 struct glsl_src_param src_param
;
4525 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4526 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4529 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4531 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4534 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4536 shader_addline(ins
->ctx
->buffer
, "}\n");
4537 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4540 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4542 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4545 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4547 struct glsl_src_param src1_param
;
4549 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4550 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4551 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4554 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4556 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4557 * function only suppresses the unhandled instruction warning
4561 /*********************************************
4562 * Pixel Shader Specific Code begins here
4563 ********************************************/
4564 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4566 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4567 ins
->ctx
->reg_maps
->shader_version
.minor
);
4568 struct glsl_sample_function sample_function
;
4569 DWORD sample_flags
= 0;
4571 DWORD mask
= 0, swizzle
;
4572 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4574 /* 1.0-1.4: Use destination register as sampler source.
4575 * 2.0+: Use provided sampler source. */
4576 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4577 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4579 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4581 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4583 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4584 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4585 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4587 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4588 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4590 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4591 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4593 case WINED3D_TTFF_COUNT1
:
4594 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4596 case WINED3D_TTFF_COUNT2
:
4597 mask
= WINED3DSP_WRITEMASK_1
;
4599 case WINED3D_TTFF_COUNT3
:
4600 mask
= WINED3DSP_WRITEMASK_2
;
4602 case WINED3D_TTFF_COUNT4
:
4603 case WINED3D_TTFF_DISABLE
:
4604 mask
= WINED3DSP_WRITEMASK_3
;
4609 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4611 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4613 if (src_mod
== WINED3DSPSM_DZ
) {
4614 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4615 mask
= WINED3DSP_WRITEMASK_2
;
4616 } else if (src_mod
== WINED3DSPSM_DW
) {
4617 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4618 mask
= WINED3DSP_WRITEMASK_3
;
4623 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4624 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4626 /* ps 2.0 texldp instruction always divides by the fourth component. */
4627 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4628 mask
= WINED3DSP_WRITEMASK_3
;
4632 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4633 mask
|= sample_function
.coord_mask
;
4634 sample_function
.coord_mask
= mask
;
4636 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4637 else swizzle
= ins
->src
[1].swizzle
;
4639 /* 1.0-1.3: Use destination register as coordinate source.
4640 1.4+: Use provided coordinate source register. */
4641 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4644 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4645 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4646 "T%u%s", resource_idx
, coord_mask
);
4650 struct glsl_src_param coord_param
;
4651 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4652 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4654 struct glsl_src_param bias
;
4655 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4656 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4657 NULL
, "%s", coord_param
.param_str
);
4659 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4660 "%s", coord_param
.param_str
);
4663 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4666 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4668 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4669 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4670 struct glsl_sample_function sample_function
;
4672 DWORD swizzle
= ins
->src
[1].swizzle
;
4674 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4675 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4677 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4678 shader_glsl_tex(ins
);
4682 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4684 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4685 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4686 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4687 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4689 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4690 NULL
, NULL
, "%s", coord_param
.param_str
);
4691 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4694 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4696 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4697 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4698 struct glsl_src_param coord_param
, lod_param
;
4699 struct glsl_sample_function sample_function
;
4700 DWORD swizzle
= ins
->src
[1].swizzle
;
4703 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4705 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4706 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4708 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4710 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4711 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4713 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4714 * However, the NVIDIA drivers allow them in fragment shaders as well,
4715 * even without the appropriate extension. */
4716 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4718 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4719 "%s", coord_param
.param_str
);
4720 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4723 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4724 unsigned int resource_idx
, unsigned int sampler_idx
)
4726 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4729 for (i
= 0; i
< sampler_map
->count
; ++i
)
4731 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4732 return entries
[i
].bind_idx
;
4735 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4740 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
4742 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4743 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4744 struct glsl_src_param image_coord_param
, image_data_param
;
4745 enum wined3d_shader_resource_type resource_type
;
4746 enum wined3d_data_type data_type
;
4747 unsigned int uav_idx
;
4751 switch (ins
->handler_idx
)
4753 case WINED3DSIH_ATOMIC_IADD
: op
= "imageAtomicAdd"; break;
4755 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4759 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4760 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4761 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4763 ERR("Unexpected resource type %#x.\n", resource_type
);
4764 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4766 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4767 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4769 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
4770 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
4771 shader_addline(ins
->ctx
->buffer
, "%s(%s_image%u, %s, %s);\n",
4772 op
, shader_glsl_get_prefix(version
->type
), uav_idx
,
4773 image_coord_param
.param_str
, image_data_param
.param_str
);
4776 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
4778 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4779 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4780 enum wined3d_shader_resource_type resource_type
;
4781 struct glsl_src_param image_coord_param
;
4782 enum wined3d_data_type data_type
;
4783 DWORD coord_mask
, write_mask
;
4784 unsigned int uav_idx
;
4785 char dst_swizzle
[6];
4787 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4788 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
4790 ERR("Invalid UAV index %u.\n", uav_idx
);
4793 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4794 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4796 ERR("Unexpected resource type %#x.\n", resource_type
);
4797 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4799 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4800 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4802 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
4803 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4805 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
4806 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
4807 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
4810 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4812 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4813 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4814 enum wined3d_shader_resource_type resource_type
;
4815 enum wined3d_shader_register_type reg_type
;
4816 unsigned int resource_idx
, bind_idx
, i
;
4817 enum wined3d_data_type dst_data_type
;
4818 struct glsl_src_param lod_param
;
4819 char dst_swizzle
[6];
4822 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4823 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4824 dst_data_type
= WINED3D_DATA_UINT
;
4825 else if (ins
->flags
)
4826 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4828 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4829 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4831 reg_type
= ins
->src
[1].reg
.type
;
4832 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4833 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4834 if (reg_type
== WINED3DSPR_RESOURCE
)
4836 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4837 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4838 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4842 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
4843 bind_idx
= resource_idx
;
4846 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4848 ERR("Unexpected resource type %#x.\n", resource_type
);
4849 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4852 if (dst_data_type
== WINED3D_DATA_UINT
)
4853 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4855 shader_addline(ins
->ctx
->buffer
, "vec4(");
4857 if (reg_type
== WINED3DSPR_RESOURCE
)
4859 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4860 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
4862 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
4863 shader_addline(ins
->ctx
->buffer
, "0, ");
4865 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4867 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4868 shader_glsl_get_prefix(version
->type
), bind_idx
);
4872 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4873 shader_addline(ins
->ctx
->buffer
, "1");
4878 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
4879 shader_glsl_get_prefix(version
->type
), bind_idx
);
4881 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
4882 shader_addline(ins
->ctx
->buffer
, "0, ");
4884 /* For UAVs the returned miplevel count is always 1. */
4885 shader_addline(ins
->ctx
->buffer
, "1");
4888 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4891 /* FIXME: The current implementation does not handle multisample textures correctly. */
4892 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4894 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4895 struct glsl_src_param coord_param
, lod_param
;
4896 struct glsl_sample_function sample_function
;
4897 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4899 if (wined3d_shader_instruction_has_texel_offset(ins
))
4900 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4902 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4903 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
4905 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4906 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4907 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4908 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4909 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4910 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4911 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4914 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4916 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4917 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4918 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4919 struct glsl_sample_function sample_function
;
4922 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4923 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4924 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4925 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4926 if (wined3d_shader_instruction_has_texel_offset(ins
))
4927 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4929 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4930 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4932 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4933 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4935 switch (ins
->handler_idx
)
4937 case WINED3DSIH_SAMPLE
:
4939 case WINED3DSIH_SAMPLE_B
:
4940 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4941 lod_param_str
= lod_param
.param_str
;
4943 case WINED3DSIH_SAMPLE_GRAD
:
4944 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
4945 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
4946 dx_param_str
= dx_param
.param_str
;
4947 dy_param_str
= dy_param
.param_str
;
4949 case WINED3DSIH_SAMPLE_LOD
:
4950 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4951 lod_param_str
= lod_param
.param_str
;
4954 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4958 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4959 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4960 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4961 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4964 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
4966 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4967 struct glsl_src_param coord_param
, compare_param
;
4968 struct glsl_sample_function sample_function
;
4969 const char *lod_param
= NULL
;
4973 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
4976 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4979 if (wined3d_shader_instruction_has_texel_offset(ins
))
4980 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4982 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4983 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4985 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4986 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4987 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
4988 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
4989 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4990 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4991 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
4992 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
4993 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4996 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4998 /* FIXME: Make this work for more than just 2D textures */
4999 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5000 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5002 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5006 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5007 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5008 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5012 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5013 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5014 char dst_swizzle
[6];
5016 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5018 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5020 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5021 struct glsl_src_param div_param
;
5022 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5024 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5027 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5029 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5033 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5038 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5039 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5040 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5041 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5043 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5044 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5045 struct glsl_sample_function sample_function
;
5046 struct glsl_src_param src0_param
;
5049 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5051 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5052 * scalar, and projected sampling would require 4.
5054 * It is a dependent read - not valid with conditional NP2 textures
5056 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5057 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5062 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5063 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5067 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5068 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5072 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5073 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5077 FIXME("Unexpected mask size %u\n", mask_size
);
5080 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5083 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5084 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5085 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5087 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5088 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5089 struct glsl_src_param src0_param
;
5091 unsigned int mask_size
;
5093 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5094 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5095 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5097 if (mask_size
> 1) {
5098 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5100 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5104 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5105 * Calculate the depth as dst.x / dst.y */
5106 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5108 struct glsl_dst_param dst_param
;
5110 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5112 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5113 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5114 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5115 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5118 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5119 dst_param
.reg_name
, dst_param
.reg_name
);
5122 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5123 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5124 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5125 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5127 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5129 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5130 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5131 struct glsl_src_param src0_param
;
5133 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5135 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5136 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5139 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5140 * Calculate the 1st of a 2-row matrix multiplication. */
5141 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5143 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5144 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5145 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5146 struct glsl_src_param src0_param
;
5148 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5149 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5152 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5153 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5154 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5156 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5157 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5158 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5159 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5160 struct glsl_src_param src0_param
;
5162 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5163 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5164 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5167 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5169 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5170 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5171 struct glsl_sample_function sample_function
;
5172 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5173 struct glsl_src_param src0_param
;
5175 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5176 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5178 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5180 /* Sample the texture using the calculated coordinates */
5181 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5182 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5185 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5186 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5187 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5189 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5190 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5191 struct glsl_sample_function sample_function
;
5192 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5193 struct glsl_src_param src0_param
;
5195 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5196 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5198 /* Dependent read, not valid with conditional NP2 */
5199 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5201 /* Sample the texture using the calculated coordinates */
5202 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5203 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5205 tex_mx
->current_row
= 0;
5208 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5209 * Perform the 3rd row of a 3x3 matrix multiply */
5210 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5212 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5213 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5214 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5215 struct glsl_src_param src0_param
;
5218 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5220 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5221 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5222 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5224 tex_mx
->current_row
= 0;
5227 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5228 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5229 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5231 struct glsl_src_param src0_param
;
5232 struct glsl_src_param src1_param
;
5233 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5234 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5235 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5236 struct glsl_sample_function sample_function
;
5237 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5240 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5241 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5243 /* Perform the last matrix multiply operation */
5244 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5245 /* Reflection calculation */
5246 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5248 /* Dependent read, not valid with conditional NP2 */
5249 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5250 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5252 /* Sample the texture */
5253 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5254 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5255 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5257 tex_mx
->current_row
= 0;
5260 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5261 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5262 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5264 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5265 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5266 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5267 struct glsl_sample_function sample_function
;
5268 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5269 struct glsl_src_param src0_param
;
5272 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5274 /* Perform the last matrix multiply operation */
5275 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5277 /* Construct the eye-ray vector from w coordinates */
5278 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5279 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5280 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5282 /* Dependent read, not valid with conditional NP2 */
5283 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5284 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5286 /* Sample the texture using the calculated coordinates */
5287 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5288 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5289 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5291 tex_mx
->current_row
= 0;
5294 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5295 * Apply a fake bump map transform.
5296 * texbem is pshader <= 1.3 only, this saves a few version checks
5298 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5300 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5301 struct glsl_sample_function sample_function
;
5302 struct glsl_src_param coord_param
;
5308 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5309 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5310 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5312 /* Dependent read, not valid with conditional NP2 */
5313 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5314 mask
= sample_function
.coord_mask
;
5316 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5318 /* With projected textures, texbem only divides the static texture coord,
5319 * not the displacement, so we can't let GL handle this. */
5320 if (flags
& WINED3D_PSARGS_PROJECTED
)
5323 char coord_div_mask
[3];
5324 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5326 case WINED3D_TTFF_COUNT1
:
5327 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5329 case WINED3D_TTFF_COUNT2
:
5330 div_mask
= WINED3DSP_WRITEMASK_1
;
5332 case WINED3D_TTFF_COUNT3
:
5333 div_mask
= WINED3DSP_WRITEMASK_2
;
5335 case WINED3D_TTFF_COUNT4
:
5336 case WINED3D_TTFF_DISABLE
:
5337 div_mask
= WINED3DSP_WRITEMASK_3
;
5340 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5341 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5344 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5346 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5347 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5348 coord_param
.param_str
, coord_mask
);
5350 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5352 struct glsl_src_param luminance_param
;
5353 struct glsl_dst_param dst_param
;
5355 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5356 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5358 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5359 dst_param
.reg_name
, dst_param
.mask_str
,
5360 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5362 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5365 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5367 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5368 struct glsl_src_param src0_param
, src1_param
;
5370 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5371 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5373 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5374 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5375 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5378 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5379 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5380 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5382 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5383 struct glsl_sample_function sample_function
;
5384 struct glsl_src_param src0_param
;
5386 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5388 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5389 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5390 "%s.wx", src0_param
.reg_name
);
5391 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5394 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5395 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5396 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5398 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5399 struct glsl_sample_function sample_function
;
5400 struct glsl_src_param src0_param
;
5402 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5404 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5405 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5406 "%s.yz", src0_param
.reg_name
);
5407 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5410 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5411 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5412 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5414 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5415 struct glsl_sample_function sample_function
;
5416 struct glsl_src_param src0_param
;
5418 /* Dependent read, not valid with conditional NP2 */
5419 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5420 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5422 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5423 "%s", src0_param
.param_str
);
5424 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5427 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5428 * If any of the first 3 components are < 0, discard this pixel */
5429 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5431 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5433 struct glsl_src_param src_param
;
5435 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5436 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
5440 struct glsl_dst_param dst_param
;
5442 /* The argument is a destination parameter, and no writemasks are allowed */
5443 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5445 /* 2.0 shaders compare all 4 components in texkill. */
5446 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5447 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5448 /* 1.x shaders only compare the first 3 components, probably due to
5449 * the nature of the texkill instruction as a tex* instruction, and
5450 * phase, which kills all .w components. Even if all 4 components are
5451 * defined, only the first 3 are used. */
5453 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5457 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5458 * dst = dot2(src0, src1) + src2 */
5459 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5461 struct glsl_src_param src0_param
;
5462 struct glsl_src_param src1_param
;
5463 struct glsl_src_param src2_param
;
5465 unsigned int mask_size
;
5467 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5468 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5470 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5471 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5472 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5474 if (mask_size
> 1) {
5475 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5476 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5478 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5479 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5483 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5484 const struct wined3d_shader_signature
*input_signature
,
5485 const struct wined3d_shader_reg_maps
*reg_maps
,
5486 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5490 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5492 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5493 const char *semantic_name
;
5498 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5501 semantic_name
= input
->semantic_name
;
5502 semantic_idx
= input
->semantic_idx
;
5503 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5505 if (args
->vp_mode
== vertexshader
)
5507 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5509 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5510 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5512 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5514 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5516 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5518 shader_addline(buffer
, "ps_in[%u] = vec4("
5519 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5520 input
->register_idx
);
5524 if (input
->sysval_semantic
)
5525 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5526 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5527 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5528 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5531 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5533 if (args
->pointsprite
)
5534 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5535 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5536 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5537 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5538 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5539 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5540 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5542 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5543 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5545 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5548 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5549 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5550 else if (semantic_idx
== 1)
5551 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5552 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5554 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5555 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5559 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5560 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5565 /*********************************************
5566 * Vertex Shader Specific Code begins here
5567 ********************************************/
5569 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5571 struct glsl_program_key key
;
5573 key
.vs_id
= entry
->vs
.id
;
5574 key
.gs_id
= entry
->gs
.id
;
5575 key
.ps_id
= entry
->ps
.id
;
5577 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5579 ERR("Failed to insert program entry.\n");
5583 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5584 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5586 struct wine_rb_entry
*entry
;
5587 struct glsl_program_key key
;
5593 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5594 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5597 /* Context activation is done by the caller. */
5598 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5599 struct glsl_shader_prog_link
*entry
)
5601 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
5603 GL_EXTCALL(glDeleteProgram(entry
->id
));
5605 list_remove(&entry
->vs
.shader_entry
);
5607 list_remove(&entry
->gs
.shader_entry
);
5609 list_remove(&entry
->ps
.shader_entry
);
5610 HeapFree(GetProcessHeap(), 0, entry
);
5613 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5614 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5615 const struct wined3d_shader_signature
*input_signature
,
5616 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5617 const struct wined3d_shader_signature
*output_signature
,
5618 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5620 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5621 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5622 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5623 unsigned int in_count
= vec4_varyings(3, gl_info
);
5624 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5625 DWORD in_idx
, *set
= NULL
;
5629 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
5631 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5633 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5635 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5638 in_idx
= map
[input
->register_idx
];
5639 /* Declared, but not read register */
5642 if (in_idx
>= max_varyings
)
5644 FIXME("More input varyings declared than supported, expect issues.\n");
5648 if (in_idx
== in_count
)
5649 string_buffer_sprintf(destination
, "gl_FrontColor");
5650 else if (in_idx
== in_count
+ 1)
5651 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5653 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5658 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5660 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5663 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5664 || input
->semantic_idx
!= output
->semantic_idx
5665 || strcmp(input
->semantic_name
, output
->semantic_name
)
5666 || !(mask
= input
->mask
& output
->mask
))
5669 if (set
[in_idx
] == ~0u)
5671 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5672 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5674 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5675 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5679 for (i
= 0; i
< max_varyings
; ++i
)
5683 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5690 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
5691 reg_mask
[size
++] = 'x';
5692 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
5693 reg_mask
[size
++] = 'y';
5694 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
5695 reg_mask
[size
++] = 'z';
5696 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
5697 reg_mask
[size
++] = 'w';
5698 reg_mask
[size
] = '\0';
5701 string_buffer_sprintf(destination
, "gl_FrontColor");
5702 else if (i
== in_count
+ 1)
5703 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5705 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5708 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5710 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5713 HeapFree(GetProcessHeap(), 0, set
);
5714 string_buffer_release(&priv
->string_buffers
, destination
);
5717 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
5718 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
5719 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5721 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5722 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5726 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5728 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5730 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5733 if (output
->register_idx
>= input_count
)
5736 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
5738 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5740 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5741 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5744 string_buffer_release(&priv
->string_buffers
, destination
);
5747 /* Context activation is done by the caller. */
5748 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
5749 const struct wined3d_shader
*vs
, unsigned int input_count
,
5750 const struct wined3d_gl_info
*gl_info
)
5752 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5753 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5756 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
5758 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
5759 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5761 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
5762 legacy_context
? "gs_in" : "gs_in.gs_in");
5764 shader_addline(buffer
, "}\n");
5767 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
5768 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5769 const struct wined3d_shader_signature
*input_signature
,
5770 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
5771 const struct wined3d_shader_signature
*output_signature
,
5772 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
5774 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5775 const char *semantic_name
;
5780 /* First, sort out position and point size system values. */
5781 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5783 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5785 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5788 semantic_name
= output
->semantic_name
;
5789 semantic_idx
= output
->semantic_idx
;
5790 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5792 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5794 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5795 reg_mask
, output
->register_idx
, reg_mask
);
5797 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5799 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5800 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5802 else if (output
->sysval_semantic
)
5804 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
5808 /* Then, setup the pixel shader input. */
5809 if (reg_maps_out
->shader_version
.major
< 4)
5810 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
5811 output_signature
, reg_maps_out
, "ps_link");
5813 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
5816 /* Context activation is done by the caller. */
5817 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5818 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5819 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5821 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5823 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5825 const char *semantic_name
;
5828 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5830 string_buffer_clear(buffer
);
5832 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, &vs
->reg_maps
.shader_version
));
5834 if (per_vertex_point_size
)
5836 shader_addline(buffer
, "uniform struct\n{\n");
5837 shader_addline(buffer
, " float size_min;\n");
5838 shader_addline(buffer
, " float size_max;\n");
5839 shader_addline(buffer
, "} ffp_point;\n");
5844 DWORD colors_written_mask
[2] = {0};
5845 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5847 if (!legacy_context
)
5849 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5850 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5851 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5852 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5855 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5857 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5859 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5862 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5865 semantic_name
= output
->semantic_name
;
5866 semantic_idx
= output
->semantic_idx
;
5867 write_mask
= output
->mask
;
5868 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5870 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5873 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5874 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5876 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5877 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5879 colors_written_mask
[semantic_idx
] = write_mask
;
5881 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5883 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5884 reg_mask
, output
->register_idx
, reg_mask
);
5886 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5888 if (semantic_idx
< MAX_TEXTURES
)
5890 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
5891 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5892 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5893 texcoords_written_mask
[semantic_idx
] = write_mask
;
5896 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5898 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5899 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5901 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5903 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5904 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5905 output
->register_idx
, reg_mask
[1]);
5909 for (i
= 0; i
< 2; ++i
)
5911 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5913 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5915 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5916 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5917 reg_mask
, reg_mask
);
5919 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5920 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5921 reg_mask
, reg_mask
);
5924 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5926 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5929 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5931 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5932 && !texcoords_written_mask
[i
])
5935 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5936 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5937 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5943 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5945 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5946 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5947 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5948 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
5951 shader_addline(buffer
, "}\n");
5953 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5954 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5955 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5960 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5961 const struct wined3d_shader
*shader
, unsigned int input_count
,
5962 const struct wined3d_gl_info
*gl_info
)
5964 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5967 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
5969 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5970 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
5972 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
5973 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
5975 shader_addline(buffer
, "}\n");
5978 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
5979 const struct wined3d_gl_info
*gl_info
)
5981 const char *output
= get_fragment_output(gl_info
);
5983 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
5984 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5985 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
5986 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
5987 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
5988 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
5991 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
5992 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
5994 const char *output
= get_fragment_output(gl_info
);
5998 case WINED3D_FFP_PS_FOG_OFF
:
6001 case WINED3D_FFP_PS_FOG_LINEAR
:
6002 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6005 case WINED3D_FFP_PS_FOG_EXP
:
6006 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6009 case WINED3D_FFP_PS_FOG_EXP2
:
6010 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6011 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6015 ERR("Invalid fog mode %#x.\n", mode
);
6019 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6023 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6024 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6026 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6027 * flipping all the operators here, just negate the comparison below. */
6028 static const char * const comparison_operator
[] =
6030 "", /* WINED3D_CMP_NEVER */
6031 "<", /* WINED3D_CMP_LESS */
6032 "==", /* WINED3D_CMP_EQUAL */
6033 "<=", /* WINED3D_CMP_LESSEQUAL */
6034 ">", /* WINED3D_CMP_GREATER */
6035 "!=", /* WINED3D_CMP_NOTEQUAL */
6036 ">=", /* WINED3D_CMP_GREATEREQUAL */
6037 "" /* WINED3D_CMP_ALWAYS */
6040 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6043 if (alpha_func
!= WINED3D_CMP_NEVER
)
6044 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6045 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6046 shader_addline(buffer
, " discard;\n");
6049 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6050 const struct wined3d_gl_info
*gl_info
)
6052 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6053 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6054 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6055 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6056 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6057 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6058 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6059 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6060 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6061 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6062 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6063 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6064 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6065 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6068 /* Context activation is done by the caller. */
6069 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6070 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6071 const struct wined3d_shader
*shader
,
6072 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6074 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6075 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6076 const DWORD
*function
= shader
->function
;
6077 struct shader_glsl_ctx_priv priv_ctx
;
6078 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6080 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6081 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6083 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6084 priv_ctx
.cur_ps_args
= args
;
6085 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6086 priv_ctx
.string_buffers
= string_buffers
;
6088 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6090 shader_glsl_enable_extensions(buffer
, gl_info
);
6091 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6092 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6093 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6094 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6095 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6096 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6097 /* The spec says that it doesn't have to be explicitly enabled, but the
6098 * nvidia drivers write a warning if we don't do so. */
6099 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6100 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6102 /* Base Declarations */
6103 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6105 shader_addline(buffer
, "void main()\n{\n");
6107 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6108 * add approximately 0.5. This causes off-by-one problems as spotted by
6109 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6110 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6111 * causes precision troubles when we just subtract 0.5.
6113 * To deal with that, just floor() the position. This will eliminate the
6114 * fraction on all cards.
6116 * TODO: Test how this behaves with multisampling.
6118 * An advantage of floor is that it works even if the driver doesn't add
6119 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6120 * to return in gl_FragCoord, even though coordinates specify the pixel
6121 * centers instead of the pixel corners. This code will behave correctly
6122 * on drivers that returns integer values. */
6125 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6126 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6127 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6128 shader_addline(buffer
,
6129 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6131 shader_addline(buffer
,
6132 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6135 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6138 WORD map
= reg_maps
->texcoord
;
6142 if (glsl_is_color_reg_read(shader
, 0))
6143 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6144 if (glsl_is_color_reg_read(shader
, 1))
6145 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6148 for (i
= 0; map
; map
>>= 1, ++i
)
6152 if (args
->pointsprite
)
6153 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6154 else if (args
->texcoords_initialized
& (1u << i
))
6155 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6156 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6158 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6159 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6164 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6167 /* Pack 3.0 inputs */
6168 if (reg_maps
->shader_version
.major
>= 3)
6169 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6171 /* Base Shader Body */
6172 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6174 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
6175 if (reg_maps
->shader_version
.major
< 2)
6176 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6178 if (args
->srgb_correction
)
6179 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6181 /* SM < 3 does not replace the fog stage. */
6182 if (reg_maps
->shader_version
.major
< 3)
6183 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6185 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6187 shader_addline(buffer
, "}\n");
6189 TRACE("Compiling shader object %u.\n", shader_id
);
6190 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6195 /* Context activation is done by the caller. */
6196 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6197 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6199 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6200 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6201 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6202 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6203 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6204 const DWORD
*function
= shader
->function
;
6205 struct shader_glsl_ctx_priv priv_ctx
;
6208 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6209 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6211 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6213 shader_glsl_enable_extensions(buffer
, gl_info
);
6214 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6215 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6216 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6217 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6219 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6220 priv_ctx
.cur_vs_args
= args
;
6221 priv_ctx
.string_buffers
= string_buffers
;
6223 /* Base Declarations */
6224 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6226 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6227 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6229 if (reg_maps
->shader_version
.major
>= 4)
6231 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6232 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6233 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6234 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6237 shader_addline(buffer
, "void main()\n{\n");
6239 /* Base Shader Body */
6240 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6242 /* Unpack outputs */
6243 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6245 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6246 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6247 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6248 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
6250 if (reg_maps
->shader_version
.major
< 3)
6252 if (args
->fog_src
== VS_FOG_Z
)
6253 shader_addline(buffer
, "%s = gl_Position.z;\n",
6254 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6255 else if (!reg_maps
->fog
)
6256 shader_addline(buffer
, "%s = 0.0;\n",
6257 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6260 /* We always store the clipplanes without y inversion */
6261 if (args
->clip_enabled
)
6264 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6266 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6267 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6270 if (args
->point_size
&& !args
->per_vertex_point_size
)
6271 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6273 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6274 shader_glsl_fixup_position(buffer
);
6276 shader_addline(buffer
, "}\n");
6278 TRACE("Compiling shader object %u.\n", shader_id
);
6279 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6284 /* Context activation is done by the caller. */
6285 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6286 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6288 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6289 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6290 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6291 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6292 const DWORD
*function
= shader
->function
;
6293 struct shader_glsl_ctx_priv priv_ctx
;
6296 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6298 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6300 shader_glsl_enable_extensions(buffer
, gl_info
);
6301 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6302 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6304 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6305 priv_ctx
.string_buffers
= string_buffers
;
6306 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6307 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6308 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6309 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6310 shader_addline(buffer
, "void main()\n{\n");
6311 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6312 shader_addline(buffer
, "}\n");
6314 TRACE("Compiling shader object %u.\n", shader_id
);
6315 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6320 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6321 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6322 struct wined3d_shader
*shader
,
6323 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6325 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6326 struct glsl_shader_private
*shader_data
;
6327 struct ps_np2fixup_info
*np2fixup
;
6332 if (!shader
->backend_data
)
6334 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6335 if (!shader
->backend_data
)
6337 ERR("Failed to allocate backend data.\n");
6341 shader_data
= shader
->backend_data
;
6342 gl_shaders
= shader_data
->gl_shaders
.ps
;
6344 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6345 * so a linear search is more performant than a hashmap or a binary search
6346 * (cache coherency etc)
6348 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6350 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6352 if (args
->np2_fixup
)
6353 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6354 return gl_shaders
[i
].id
;
6358 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6359 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6360 if (shader_data
->num_gl_shaders
)
6362 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6363 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6364 new_size
* sizeof(*gl_shaders
));
6368 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6373 ERR("Out of memory\n");
6376 shader_data
->gl_shaders
.ps
= new_array
;
6377 shader_data
->shader_array_size
= new_size
;
6378 gl_shaders
= new_array
;
6381 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6383 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6384 memset(np2fixup
, 0, sizeof(*np2fixup
));
6385 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6387 pixelshader_update_resource_types(shader
, args
->tex_types
);
6389 string_buffer_clear(buffer
);
6390 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6391 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6396 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6397 const DWORD use_map
)
6399 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6400 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6401 if (stored
->point_size
!= new->point_size
)
6403 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6405 if (stored
->flatshading
!= new->flatshading
)
6407 if (stored
->next_shader_type
!= new->next_shader_type
)
6409 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6411 return stored
->fog_src
== new->fog_src
;
6414 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6415 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6419 DWORD use_map
= context
->stream_info
.use_map
;
6420 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6421 struct glsl_shader_private
*shader_data
;
6424 if (!shader
->backend_data
)
6426 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6427 if (!shader
->backend_data
)
6429 ERR("Failed to allocate backend data.\n");
6433 shader_data
= shader
->backend_data
;
6434 gl_shaders
= shader_data
->gl_shaders
.vs
;
6436 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6437 * so a linear search is more performant than a hashmap or a binary search
6438 * (cache coherency etc)
6440 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6442 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6443 return gl_shaders
[i
].id
;
6446 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6448 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6449 if (shader_data
->num_gl_shaders
)
6451 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6452 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6453 new_size
* sizeof(*gl_shaders
));
6457 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6462 ERR("Out of memory\n");
6465 shader_data
->gl_shaders
.vs
= new_array
;
6466 shader_data
->shader_array_size
= new_size
;
6467 gl_shaders
= new_array
;
6470 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6472 string_buffer_clear(&priv
->shader_buffer
);
6473 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6474 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6479 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6480 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6482 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6483 struct glsl_shader_private
*shader_data
;
6484 unsigned int i
, new_size
;
6487 if (!shader
->backend_data
)
6489 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6491 ERR("Failed to allocate backend data.\n");
6495 shader_data
= shader
->backend_data
;
6496 gl_shaders
= shader_data
->gl_shaders
.gs
;
6498 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6500 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6501 return gl_shaders
[i
].id
;
6504 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6506 if (shader_data
->num_gl_shaders
)
6508 new_size
= shader_data
->shader_array_size
+ 1;
6509 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6510 new_size
* sizeof(*new_array
));
6514 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6520 ERR("Failed to allocate GL shaders array.\n");
6523 shader_data
->gl_shaders
.gs
= new_array
;
6524 shader_data
->shader_array_size
= new_size
;
6525 gl_shaders
= new_array
;
6527 string_buffer_clear(&priv
->shader_buffer
);
6528 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6529 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6530 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6535 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6539 case WINED3D_MCS_MATERIAL
:
6541 case WINED3D_MCS_COLOR1
:
6542 return "ffp_attrib_diffuse";
6543 case WINED3D_MCS_COLOR2
:
6544 return "ffp_attrib_specular";
6546 ERR("Invalid material color source %#x.\n", mcs
);
6551 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
6552 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
6554 const char *diffuse
, *specular
, *emissive
, *ambient
;
6555 enum wined3d_light_type light_type
;
6558 if (!settings
->lighting
)
6560 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6561 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
6565 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
6566 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
6567 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
6568 shader_addline(buffer
, "vec3 dir, dst;\n");
6569 shader_addline(buffer
, "float att, t;\n");
6571 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
6572 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
6573 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
6574 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
6576 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6578 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
6581 case WINED3D_LIGHT_POINT
:
6582 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6583 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6584 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6585 shader_addline(buffer
, "dst.x = 1.0;\n");
6586 if (legacy_lighting
)
6588 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6589 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6593 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6595 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6596 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
6597 if (!legacy_lighting
)
6598 shader_addline(buffer
, "att = 1.0 / att;\n");
6599 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6600 if (!settings
->normal
)
6602 if (!legacy_lighting
)
6603 shader_addline(buffer
, "}\n");
6606 shader_addline(buffer
, "dir = normalize(dir);\n");
6607 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6608 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6609 if (settings
->localviewer
)
6610 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6612 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6613 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6614 " * ffp_light[%u].specular) * att;\n", i
);
6615 if (!legacy_lighting
)
6616 shader_addline(buffer
, "}\n");
6619 case WINED3D_LIGHT_SPOT
:
6620 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6621 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6622 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6623 shader_addline(buffer
, "dst.x = 1.0;\n");
6624 if (legacy_lighting
)
6626 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6627 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6631 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6633 shader_addline(buffer
, "dir = normalize(dir);\n");
6634 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
6635 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
6636 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
6637 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
6638 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6640 if (legacy_lighting
)
6641 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6642 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6645 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6646 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6648 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6649 if (!settings
->normal
)
6651 if (!legacy_lighting
)
6652 shader_addline(buffer
, "}\n");
6655 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6656 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6657 if (settings
->localviewer
)
6658 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6660 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6661 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6662 " * ffp_light[%u].specular) * att;\n", i
);
6663 if (!legacy_lighting
)
6664 shader_addline(buffer
, "}\n");
6667 case WINED3D_LIGHT_DIRECTIONAL
:
6668 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6669 if (!settings
->normal
)
6671 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
6672 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6673 " * ffp_light[%u].diffuse.xyz;\n", i
);
6674 /* TODO: In the non-local viewer case the halfvector is constant
6675 * and could be precomputed and stored in a uniform. */
6676 if (settings
->localviewer
)
6677 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6679 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6680 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6681 " * ffp_light[%u].specular;\n", i
);
6684 case WINED3D_LIGHT_PARALLELPOINT
:
6685 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6686 if (!settings
->normal
)
6688 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
6689 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6690 " * ffp_light[%u].diffuse.xyz;\n", i
);
6691 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6692 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6693 " * ffp_light[%u].specular;\n", i
);
6698 FIXME("Unhandled light type %#x.\n", light_type
);
6703 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6704 ambient
, diffuse
, emissive
);
6705 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6706 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6709 /* Context activation is done by the caller. */
6710 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6711 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6713 static const struct attrib_info
6716 const char name
[24];
6720 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6721 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6722 /* TODO: Indexed vertex blending */
6723 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6724 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6725 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6726 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6727 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6729 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6730 BOOL legacy_lighting
= priv
->legacy_lighting
;
6733 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6734 BOOL output_legacy_fogcoord
= legacy_context
;
6736 string_buffer_clear(buffer
);
6738 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
6740 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6741 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6743 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6745 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6747 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6748 shader_addline(buffer
, "layout(location = %u) ", i
);
6749 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
6751 shader_addline(buffer
, "\n");
6753 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6754 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6755 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6756 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6758 shader_addline(buffer
, "uniform struct\n{\n");
6759 shader_addline(buffer
, " vec4 emissive;\n");
6760 shader_addline(buffer
, " vec4 ambient;\n");
6761 shader_addline(buffer
, " vec4 diffuse;\n");
6762 shader_addline(buffer
, " vec4 specular;\n");
6763 shader_addline(buffer
, " float shininess;\n");
6764 shader_addline(buffer
, "} ffp_material;\n");
6766 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6767 shader_addline(buffer
, "uniform struct\n{\n");
6768 shader_addline(buffer
, " vec4 diffuse;\n");
6769 shader_addline(buffer
, " vec4 specular;\n");
6770 shader_addline(buffer
, " vec4 ambient;\n");
6771 shader_addline(buffer
, " vec4 position;\n");
6772 shader_addline(buffer
, " vec3 direction;\n");
6773 shader_addline(buffer
, " float range;\n");
6774 shader_addline(buffer
, " float falloff;\n");
6775 shader_addline(buffer
, " float c_att;\n");
6776 shader_addline(buffer
, " float l_att;\n");
6777 shader_addline(buffer
, " float q_att;\n");
6778 shader_addline(buffer
, " float cos_htheta;\n");
6779 shader_addline(buffer
, " float cos_hphi;\n");
6780 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6782 if (settings
->point_size
)
6784 shader_addline(buffer
, "uniform struct\n{\n");
6785 shader_addline(buffer
, " float size;\n");
6786 shader_addline(buffer
, " float size_min;\n");
6787 shader_addline(buffer
, " float size_max;\n");
6788 shader_addline(buffer
, " float c_att;\n");
6789 shader_addline(buffer
, " float l_att;\n");
6790 shader_addline(buffer
, " float q_att;\n");
6791 shader_addline(buffer
, "} ffp_point;\n");
6796 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6797 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6798 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6799 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6803 if (settings
->clipping
)
6804 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
6806 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6807 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6808 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6809 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6812 shader_addline(buffer
, "\nvoid main()\n{\n");
6813 shader_addline(buffer
, "float m;\n");
6814 shader_addline(buffer
, "vec3 r;\n");
6816 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6818 if (attrib_info
[i
].name
[0])
6819 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
6820 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
6822 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6824 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6825 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6826 && settings
->texcoords
& (1u << i
))
6827 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6830 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6832 if (settings
->transformed
)
6834 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6835 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6836 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6840 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6841 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6843 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6844 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6845 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6847 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6848 if (settings
->clipping
)
6850 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
6851 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6853 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6854 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
6856 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6859 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6860 if (settings
->normal
)
6862 if (!settings
->vertexblends
)
6864 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6868 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6869 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6872 if (settings
->normalize
)
6873 shader_addline(buffer
, "normal = normalize(normal);\n");
6876 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6879 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6880 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6884 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6885 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6888 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6890 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6892 switch (settings
->texgen
[i
] & 0xffff0000)
6894 case WINED3DTSS_TCI_PASSTHRU
:
6895 if (settings
->texcoords
& (1u << i
))
6896 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6898 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6899 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6901 output_legacy_texcoord
= FALSE
;
6904 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6905 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6908 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6909 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6912 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6913 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6914 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6917 case WINED3DTSS_TCI_SPHEREMAP
:
6918 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6919 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6920 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6921 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6925 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6928 if (output_legacy_texcoord
)
6929 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6932 switch (settings
->fog_mode
)
6934 case WINED3D_FFP_VS_FOG_OFF
:
6935 output_legacy_fogcoord
= FALSE
;
6938 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6939 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6942 case WINED3D_FFP_VS_FOG_RANGE
:
6943 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6946 case WINED3D_FFP_VS_FOG_DEPTH
:
6947 if (settings
->ortho_fog
)
6949 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
6950 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
6952 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6953 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6955 else if (settings
->transformed
)
6957 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6961 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6966 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6969 if (output_legacy_fogcoord
)
6970 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6972 if (settings
->point_size
)
6974 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6975 " + ffp_point.l_att * length(ec_pos.xyz)"
6976 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6977 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6978 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6981 shader_addline(buffer
, "}\n");
6983 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6984 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6989 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6990 DWORD argnum
, unsigned int stage
, DWORD arg
)
6994 if (arg
== ARG_UNUSED
)
6995 return "<unused arg>";
6997 switch (arg
& WINED3DTA_SELECTMASK
)
6999 case WINED3DTA_DIFFUSE
:
7000 ret
= "ffp_varying_diffuse";
7003 case WINED3DTA_CURRENT
:
7007 case WINED3DTA_TEXTURE
:
7010 case 0: ret
= "tex0"; break;
7011 case 1: ret
= "tex1"; break;
7012 case 2: ret
= "tex2"; break;
7013 case 3: ret
= "tex3"; break;
7014 case 4: ret
= "tex4"; break;
7015 case 5: ret
= "tex5"; break;
7016 case 6: ret
= "tex6"; break;
7017 case 7: ret
= "tex7"; break;
7019 ret
= "<invalid texture>";
7024 case WINED3DTA_TFACTOR
:
7028 case WINED3DTA_SPECULAR
:
7029 ret
= "ffp_varying_specular";
7032 case WINED3DTA_TEMP
:
7036 case WINED3DTA_CONSTANT
:
7039 case 0: ret
= "tss_const0"; break;
7040 case 1: ret
= "tss_const1"; break;
7041 case 2: ret
= "tss_const2"; break;
7042 case 3: ret
= "tss_const3"; break;
7043 case 4: ret
= "tss_const4"; break;
7044 case 5: ret
= "tss_const5"; break;
7045 case 6: ret
= "tss_const6"; break;
7046 case 7: ret
= "tss_const7"; break;
7048 ret
= "<invalid constant>";
7054 return "<unhandled arg>";
7057 if (arg
& WINED3DTA_COMPLEMENT
)
7059 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7062 else if (argnum
== 1)
7064 else if (argnum
== 2)
7068 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7070 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7073 else if (argnum
== 1)
7075 else if (argnum
== 2)
7082 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7083 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7085 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7095 dstreg
= "temp_reg";
7099 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7100 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7101 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7105 case WINED3D_TOP_DISABLE
:
7108 case WINED3D_TOP_SELECT_ARG1
:
7109 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7112 case WINED3D_TOP_SELECT_ARG2
:
7113 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7116 case WINED3D_TOP_MODULATE
:
7117 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7120 case WINED3D_TOP_MODULATE_4X
:
7121 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7122 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7125 case WINED3D_TOP_MODULATE_2X
:
7126 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7127 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7130 case WINED3D_TOP_ADD
:
7131 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7132 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7135 case WINED3D_TOP_ADD_SIGNED
:
7136 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7137 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7140 case WINED3D_TOP_ADD_SIGNED_2X
:
7141 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7142 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7145 case WINED3D_TOP_SUBTRACT
:
7146 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7147 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7150 case WINED3D_TOP_ADD_SMOOTH
:
7151 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7152 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7155 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7156 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7157 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7158 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7161 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7162 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7163 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7164 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7167 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7168 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7169 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7170 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7173 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7174 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7175 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7176 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7179 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7180 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7181 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7182 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7185 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7186 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7187 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7190 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7191 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7192 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7195 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7196 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7197 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7199 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7200 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7201 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7204 case WINED3D_TOP_BUMPENVMAP
:
7205 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7206 /* These are handled in the first pass, nothing to do. */
7209 case WINED3D_TOP_DOTPRODUCT3
:
7210 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7211 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7214 case WINED3D_TOP_MULTIPLY_ADD
:
7215 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7216 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7219 case WINED3D_TOP_LERP
:
7220 /* MSDN isn't quite right here. */
7221 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7222 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7226 FIXME("Unhandled operation %#x.\n", op
);
7231 /* Context activation is done by the caller. */
7232 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7233 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7235 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7236 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7237 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7238 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7239 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7240 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7241 UINT lowest_disabled_stage
;
7243 DWORD arg0
, arg1
, arg2
;
7246 string_buffer_clear(buffer
);
7248 /* Find out which textures are read */
7249 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7251 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7254 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7255 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7256 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7258 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7259 || (stage
== 0 && settings
->color_key_enabled
))
7260 tex_map
|= 1u << stage
;
7261 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7262 tfactor_used
= TRUE
;
7263 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7264 tempreg_used
= TRUE
;
7265 if (settings
->op
[stage
].dst
== tempreg
)
7266 tempreg_used
= TRUE
;
7267 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7268 tss_const_map
|= 1u << stage
;
7270 switch (settings
->op
[stage
].cop
)
7272 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7273 lum_map
|= 1u << stage
;
7275 case WINED3D_TOP_BUMPENVMAP
:
7276 bump_map
|= 1u << stage
;
7278 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7279 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7280 tex_map
|= 1u << stage
;
7283 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7284 tfactor_used
= TRUE
;
7291 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7294 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7295 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7296 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7298 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7299 tex_map
|= 1u << stage
;
7300 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7301 tfactor_used
= TRUE
;
7302 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7303 tempreg_used
= TRUE
;
7304 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7305 tss_const_map
|= 1u << stage
;
7307 lowest_disabled_stage
= stage
;
7309 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
7311 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7312 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7314 if (!needs_legacy_glsl_syntax(gl_info
))
7315 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7317 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7318 shader_addline(buffer
, "vec4 ret;\n");
7319 if (tempreg_used
|| settings
->sRGB_write
)
7320 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7321 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7323 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7325 if (tss_const_map
& (1u << stage
))
7326 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7328 if (!(tex_map
& (1u << stage
)))
7331 switch (settings
->op
[stage
].tex_type
)
7333 case WINED3D_GL_RES_TYPE_TEX_1D
:
7334 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7336 case WINED3D_GL_RES_TYPE_TEX_2D
:
7337 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7339 case WINED3D_GL_RES_TYPE_TEX_3D
:
7340 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7342 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7343 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7345 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7346 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7349 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7353 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7355 if (!(bump_map
& (1u << stage
)))
7357 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7359 if (!(lum_map
& (1u << stage
)))
7361 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7362 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7365 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7366 if (settings
->color_key_enabled
)
7367 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7368 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7370 if (settings
->sRGB_write
)
7372 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7373 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7374 shader_addline(buffer
, ";\n");
7375 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7376 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7377 shader_addline(buffer
, ";\n");
7380 shader_addline(buffer
, "uniform struct\n{\n");
7381 shader_addline(buffer
, " vec4 color;\n");
7382 shader_addline(buffer
, " float density;\n");
7383 shader_addline(buffer
, " float end;\n");
7384 shader_addline(buffer
, " float scale;\n");
7385 shader_addline(buffer
, "} ffp_fog;\n");
7387 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7388 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7392 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7393 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7394 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7395 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7396 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7400 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7401 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7402 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7403 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7404 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7407 shader_addline(buffer
, "void main()\n{\n");
7411 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7412 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7415 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7417 if (tex_map
& (1u << stage
))
7419 if (settings
->pointsprite
)
7420 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7421 else if (settings
->texcoords_initialized
& (1u << stage
))
7422 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7423 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7425 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7429 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7430 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7432 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7433 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7435 /* Generate texture sampling instructions */
7436 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7438 const char *texture_function
, *coord_mask
;
7441 if (!(tex_map
& (1u << stage
)))
7444 if (settings
->op
[stage
].projected
== proj_none
)
7448 else if (settings
->op
[stage
].projected
== proj_count4
7449 || settings
->op
[stage
].projected
== proj_count3
)
7455 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7459 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7462 switch (settings
->op
[stage
].tex_type
)
7464 case WINED3D_GL_RES_TYPE_TEX_1D
:
7467 texture_function
= "texture1DProj";
7472 texture_function
= "texture1D";
7476 case WINED3D_GL_RES_TYPE_TEX_2D
:
7479 texture_function
= "texture2DProj";
7484 texture_function
= "texture2D";
7488 case WINED3D_GL_RES_TYPE_TEX_3D
:
7491 texture_function
= "texture3DProj";
7492 coord_mask
= "xyzw";
7496 texture_function
= "texture3D";
7500 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7501 texture_function
= "textureCube";
7504 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7507 texture_function
= "texture2DRectProj";
7512 texture_function
= "texture2DRect";
7517 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7518 texture_function
= "";
7519 coord_mask
= "xyzw";
7522 if (!needs_legacy_glsl_syntax(gl_info
))
7523 texture_function
= proj
? "textureProj" : "texture";
7526 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
7527 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
7529 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
7531 /* With projective textures, texbem only divides the static
7532 * texture coord, not the displacement, so multiply the
7533 * displacement with the dividing parameter before passing it to
7535 if (settings
->op
[stage
].projected
!= proj_none
)
7537 if (settings
->op
[stage
].projected
== proj_count4
)
7539 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7541 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7545 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7547 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
7552 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
7555 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7556 stage
, texture_function
, stage
, coord_mask
);
7558 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7559 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7560 stage
, stage
- 1, stage
- 1, stage
- 1);
7562 else if (settings
->op
[stage
].projected
== proj_count3
)
7564 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7565 stage
, texture_function
, stage
, stage
);
7569 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7570 stage
, texture_function
, stage
, stage
, coord_mask
);
7573 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
7574 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
7575 settings
->op
[stage
].color_fixup
);
7578 if (settings
->color_key_enabled
)
7580 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7581 shader_addline(buffer
, " discard;\n");
7584 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
7586 /* Generate the main shader */
7587 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7591 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7594 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7595 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7596 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
7597 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7598 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7599 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
7600 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7601 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7602 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
7603 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7604 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7605 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7607 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
7608 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
7609 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
7610 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7612 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7614 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7615 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7616 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7620 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
7621 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7622 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7624 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
7625 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7627 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7628 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7629 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7630 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
7631 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
7632 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
7636 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7637 get_fragment_output(gl_info
));
7639 if (settings
->sRGB_write
)
7640 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7642 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
7644 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
7646 shader_addline(buffer
, "}\n");
7648 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7649 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7651 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
7655 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7656 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
7658 struct glsl_ffp_vertex_shader
*shader
;
7659 const struct wine_rb_entry
*entry
;
7661 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
7662 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
7664 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
7667 shader
->desc
.settings
= *settings
;
7668 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
7669 list_init(&shader
->linked_programs
);
7670 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
7671 ERR("Failed to insert ffp vertex shader.\n");
7676 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7677 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
7679 struct glsl_ffp_fragment_shader
*glsl_desc
;
7680 const struct ffp_frag_desc
*desc
;
7682 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
7683 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
7685 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
7688 glsl_desc
->entry
.settings
= *args
;
7689 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
7690 list_init(&glsl_desc
->linked_programs
);
7691 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
7697 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7698 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
7701 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7703 for (i
= 0; i
< vs_c_count
; ++i
)
7705 string_buffer_sprintf(name
, "vs_c[%u]", i
);
7706 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7708 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
7710 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7712 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7713 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7716 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7718 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7719 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7722 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7724 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7726 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7727 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7729 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7730 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7731 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7733 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7734 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7736 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7737 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7738 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7739 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7740 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7741 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7742 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7744 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7745 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7746 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7747 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7748 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7749 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7750 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7751 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7752 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7753 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7754 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7755 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7756 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7757 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7758 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7759 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7760 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7761 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7762 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7763 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7764 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7765 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7766 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7767 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7769 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7770 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7771 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7772 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7773 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7774 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7775 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
7777 string_buffer_release(&priv
->string_buffers
, name
);
7780 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7781 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
7783 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7786 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7787 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7790 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7792 for (i
= 0; i
< ps_c_count
; ++i
)
7794 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7795 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7797 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
7799 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7801 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7802 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7805 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7807 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7808 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7811 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7813 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7814 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7815 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7816 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7817 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7818 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7819 string_buffer_sprintf(name
, "tss_const%u", i
);
7820 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7823 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7824 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7826 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7827 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7828 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7829 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7831 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
7833 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7834 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7835 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7837 string_buffer_release(&priv
->string_buffers
, name
);
7840 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7841 struct shader_glsl_priv
*priv
, GLuint program_id
,
7842 const struct wined3d_shader_reg_maps
*reg_maps
)
7844 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7845 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7846 unsigned int i
, base
, count
;
7849 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
7850 for (i
= 0; i
< count
; ++i
)
7852 if (!reg_maps
->cb_sizes
[i
])
7855 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7856 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7857 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7859 checkGLcall("glUniformBlockBinding");
7860 string_buffer_release(&priv
->string_buffers
, name
);
7863 /* Context activation is done by the caller. */
7864 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7865 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7867 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7868 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7869 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7870 struct glsl_shader_prog_link
*entry
= NULL
;
7871 struct wined3d_shader
*vshader
= NULL
;
7872 struct wined3d_shader
*gshader
= NULL
;
7873 struct wined3d_shader
*pshader
= NULL
;
7875 GLuint reorder_shader_id
= 0;
7880 struct list
*ps_list
, *vs_list
;
7882 struct wined3d_string_buffer
*tmp_name
;
7884 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7886 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7887 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7891 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7892 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7894 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7895 && ctx_data
->glsl_program
->gs
.id
)
7897 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7901 struct gs_compile_args args
;
7903 find_gs_compile_args(state
, gshader
, &args
);
7904 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
7908 else if (use_vs(state
))
7910 struct vs_compile_args vs_compile_args
;
7912 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7913 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7915 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7916 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
7917 vs_list
= &vshader
->linked_programs
;
7919 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7920 && ctx_data
->glsl_program
->gs
.id
)
7922 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7926 struct gs_compile_args gs_compile_args
;
7928 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
7929 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
7932 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7934 struct glsl_ffp_vertex_shader
*ffp_shader
;
7935 struct wined3d_ffp_vs_settings settings
;
7937 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7938 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7939 vs_id
= ffp_shader
->id
;
7940 vs_list
= &ffp_shader
->linked_programs
;
7943 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7945 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7946 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7949 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7951 else if (use_ps(state
))
7953 struct ps_compile_args ps_compile_args
;
7954 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7955 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7956 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7957 pshader
, &ps_compile_args
, &np2fixup_info
);
7958 ps_list
= &pshader
->linked_programs
;
7960 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7962 struct glsl_ffp_fragment_shader
*ffp_shader
;
7963 struct ffp_frag_settings settings
;
7965 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7966 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7967 ps_id
= ffp_shader
->id
;
7968 ps_list
= &ffp_shader
->linked_programs
;
7971 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7973 ctx_data
->glsl_program
= entry
;
7977 /* If we get to this point, then no matching program exists, so we create one */
7978 program_id
= GL_EXTCALL(glCreateProgram());
7979 TRACE("Created new GLSL shader program %u.\n", program_id
);
7981 /* Create the entry */
7982 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7983 entry
->id
= program_id
;
7984 entry
->vs
.id
= vs_id
;
7985 entry
->gs
.id
= gs_id
;
7986 entry
->ps
.id
= ps_id
;
7987 entry
->constant_version
= 0;
7988 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7989 /* Add the hash table entry */
7990 add_glsl_program_entry(priv
, entry
);
7992 /* Set the current program */
7993 ctx_data
->glsl_program
= entry
;
7995 /* Attach GLSL vshader */
7998 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7999 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8000 checkGLcall("glAttachShader");
8002 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8007 attribs_map
= vshader
->reg_maps
.input_registers
;
8008 if (vshader
->reg_maps
.shader_version
.major
< 4)
8010 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8011 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8012 d3d_info
->emulated_flatshading
8013 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8014 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8015 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8016 checkGLcall("glAttachShader");
8017 /* Flag the reorder function for deletion, it will be freed
8018 * automatically when the program is destroyed. */
8019 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8024 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8027 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8029 /* Bind vertex attributes to a corresponding index number to match
8030 * the same index numbers as ARB_vertex_programs (makes loading
8031 * vertex attributes simpler). With this method, we can use the
8032 * exact same code to load the attributes later for both ARB and
8035 * We have to do this here because we need to know the Program ID
8036 * in order to make the bindings work, and it has to be done prior
8037 * to linking the GLSL program. */
8038 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8039 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8041 if (!(attribs_map
& 1))
8044 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8045 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8046 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8048 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8049 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8050 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8051 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8054 checkGLcall("glBindAttribLocation");
8055 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8060 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8061 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8062 checkGLcall("glAttachShader");
8064 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8066 TRACE("input type %s, output type %s, vertices out %u.\n",
8067 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8068 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8069 gshader
->u
.gs
.vertices_out
);
8070 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8071 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8072 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8073 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8074 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8075 gshader
->u
.gs
.vertices_out
));
8076 checkGLcall("glProgramParameteriARB");
8079 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8082 /* Attach GLSL pshader */
8085 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8086 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8087 checkGLcall("glAttachShader");
8089 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8092 /* Link the program */
8093 TRACE("Linking GLSL shader program %u.\n", program_id
);
8094 GL_EXTCALL(glLinkProgram(program_id
));
8095 shader_glsl_validate_link(gl_info
, program_id
);
8097 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8098 vshader
? vshader
->limits
->constant_float
: 0);
8099 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8100 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8101 pshader
? pshader
->limits
->constant_float
: 0);
8102 checkGLcall("Find glsl program uniform locations");
8104 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8106 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8107 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8109 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8110 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8114 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8119 /* With core profile we never change vertex_color_clamp from
8120 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8121 * glClampColorARB(). */
8122 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8125 /* Set the shader to allow uniform loading on it */
8126 GL_EXTCALL(glUseProgram(program_id
));
8127 checkGLcall("glUseProgram");
8129 /* Texture unit mapping is set up to be the same each time the shader
8130 * program is used so we can hardcode the sampler uniform values. */
8131 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
8133 entry
->constant_update_mask
= 0;
8136 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
8137 if (vshader
->reg_maps
.integer_constants
)
8138 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
8139 if (vshader
->reg_maps
.boolean_constants
)
8140 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
8141 if (entry
->vs
.pos_fixup_location
!= -1)
8142 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8144 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8145 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8149 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8150 | WINED3D_SHADER_CONST_FFP_PROJ
;
8152 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
8154 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
8156 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8161 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8163 if (entry
->vs
.texture_matrix_location
[i
] != -1)
8165 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8169 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
8170 || entry
->vs
.material_specular_location
!= -1
8171 || entry
->vs
.material_emissive_location
!= -1
8172 || entry
->vs
.material_shininess_location
!= -1)
8173 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8174 if (entry
->vs
.light_ambient_location
!= -1)
8175 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8177 if (entry
->vs
.clip_planes_location
!= -1)
8178 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
8179 if (entry
->vs
.pointsize_min_location
!= -1)
8180 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8184 if (entry
->gs
.pos_fixup_location
!= -1)
8185 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8186 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8187 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8194 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
8195 if (pshader
->reg_maps
.integer_constants
)
8196 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
8197 if (pshader
->reg_maps
.boolean_constants
)
8198 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
8199 if (entry
->ps
.ycorrection_location
!= -1)
8200 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
8202 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8203 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8204 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8208 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8211 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8213 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
8215 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
8220 if (entry
->ps
.fog_color_location
!= -1)
8221 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8222 if (entry
->ps
.alpha_test_ref_location
!= -1)
8223 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
8224 if (entry
->ps
.np2_fixup_location
!= -1)
8225 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
8226 if (entry
->ps
.color_key_location
!= -1)
8227 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8231 /* Context activation is done by the caller. */
8232 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
8236 GLuint vshader_id
, pshader_id
;
8237 const char *blt_pshader
;
8239 static const char blt_vshader
[] =
8243 " gl_Position = gl_Vertex;\n"
8244 " gl_FrontColor = vec4(1.0);\n"
8245 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
8248 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
8250 /* WINED3D_GL_RES_TYPE_TEX_1D */
8252 /* WINED3D_GL_RES_TYPE_TEX_2D */
8254 "uniform sampler2D sampler;\n"
8257 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8259 /* WINED3D_GL_RES_TYPE_TEX_3D */
8261 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8263 "uniform samplerCube sampler;\n"
8266 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8268 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8270 "#extension GL_ARB_texture_rectangle : enable\n"
8271 "uniform sampler2DRect sampler;\n"
8274 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8276 /* WINED3D_GL_RES_TYPE_BUFFER */
8278 /* WINED3D_GL_RES_TYPE_RB */
8282 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
8284 /* WINED3D_GL_RES_TYPE_TEX_1D */
8286 /* WINED3D_GL_RES_TYPE_TEX_2D */
8288 "uniform sampler2D sampler;\n"
8289 "uniform vec4 mask;\n"
8292 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8293 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8295 /* WINED3D_GL_RES_TYPE_TEX_3D */
8297 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8299 "uniform samplerCube sampler;\n"
8300 "uniform vec4 mask;\n"
8303 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8304 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8306 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8308 "#extension GL_ARB_texture_rectangle : enable\n"
8309 "uniform sampler2DRect sampler;\n"
8310 "uniform vec4 mask;\n"
8313 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8314 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8316 /* WINED3D_GL_RES_TYPE_BUFFER */
8318 /* WINED3D_GL_RES_TYPE_RB */
8322 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
8325 FIXME("tex_type %#x not supported\n", tex_type
);
8329 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8330 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
8332 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8333 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
8335 program_id
= GL_EXTCALL(glCreateProgram());
8336 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
8337 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
8338 GL_EXTCALL(glLinkProgram(program_id
));
8340 shader_glsl_validate_link(gl_info
, program_id
);
8342 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
8345 GL_EXTCALL(glDeleteShader(vshader_id
));
8346 GL_EXTCALL(glDeleteShader(pshader_id
));
8350 /* Context activation is done by the caller. */
8351 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8352 const struct wined3d_state
*state
)
8354 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8355 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8356 struct shader_glsl_priv
*priv
= shader_priv
;
8357 GLuint program_id
= 0, prev_id
= 0;
8358 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
8360 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8361 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8363 if (ctx_data
->glsl_program
)
8365 prev_id
= ctx_data
->glsl_program
->id
;
8366 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8371 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8374 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8376 if (ctx_data
->glsl_program
)
8378 program_id
= ctx_data
->glsl_program
->id
;
8379 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8384 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8387 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
8389 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8391 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8392 checkGLcall("glClampColorARB");
8396 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8400 TRACE("Using GLSL program %u.\n", program_id
);
8402 if (prev_id
!= program_id
)
8404 GL_EXTCALL(glUseProgram(program_id
));
8405 checkGLcall("glUseProgram");
8408 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8412 /* "context" is not necessarily the currently active context. */
8413 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8415 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8417 ctx_data
->glsl_program
= NULL
;
8418 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8419 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8420 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8421 | (1u << WINED3D_SHADER_TYPE_HULL
)
8422 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8423 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8426 /* Context activation is done by the caller. */
8427 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8429 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8430 struct shader_glsl_priv
*priv
= shader_priv
;
8432 shader_glsl_invalidate_current_program(context
);
8433 GL_EXTCALL(glUseProgram(0));
8434 checkGLcall("glUseProgram");
8436 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8437 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8439 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8441 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8442 checkGLcall("glClampColorARB");
8446 /* Context activation is done by the caller. */
8447 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
8448 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
8450 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
8451 struct shader_glsl_priv
*priv
= shader_priv
;
8452 GLuint
*blt_program
;
8455 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
8458 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
8459 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
8460 GL_EXTCALL(glUseProgram(*blt_program
));
8461 GL_EXTCALL(glUniform1i(loc
, 0));
8465 GL_EXTCALL(glUseProgram(*blt_program
));
8470 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
8471 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
8475 /* Context activation is done by the caller. */
8476 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
8478 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
8481 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8482 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
8484 GL_EXTCALL(glUseProgram(program_id
));
8485 checkGLcall("glUseProgram");
8488 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8489 const struct glsl_shader_prog_link
*program
)
8491 const struct glsl_context_data
*ctx_data
;
8492 struct wined3d_context
*context
;
8495 for (i
= 0; i
< device
->context_count
; ++i
)
8497 context
= device
->contexts
[i
];
8498 ctx_data
= context
->shader_backend_data
;
8500 if (ctx_data
->glsl_program
== program
)
8501 shader_glsl_invalidate_current_program(context
);
8505 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8507 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8508 struct wined3d_device
*device
= shader
->device
;
8509 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8510 const struct wined3d_gl_info
*gl_info
;
8511 const struct list
*linked_programs
;
8512 struct wined3d_context
*context
;
8514 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8516 HeapFree(GetProcessHeap(), 0, shader_data
);
8517 shader
->backend_data
= NULL
;
8521 context
= context_acquire(device
, NULL
);
8522 gl_info
= context
->gl_info
;
8524 TRACE("Deleting linked programs.\n");
8525 linked_programs
= &shader
->linked_programs
;
8526 if (linked_programs
->next
)
8528 struct glsl_shader_prog_link
*entry
, *entry2
;
8531 switch (shader
->reg_maps
.shader_version
.type
)
8533 case WINED3D_SHADER_TYPE_PIXEL
:
8535 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8537 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8539 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8540 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8541 checkGLcall("glDeleteShader");
8543 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8545 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8546 struct glsl_shader_prog_link
, ps
.shader_entry
)
8548 shader_glsl_invalidate_contexts_program(device
, entry
);
8549 delete_glsl_program_entry(priv
, gl_info
, entry
);
8555 case WINED3D_SHADER_TYPE_VERTEX
:
8557 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8559 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8561 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8562 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8563 checkGLcall("glDeleteShader");
8565 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8567 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8568 struct glsl_shader_prog_link
, vs
.shader_entry
)
8570 shader_glsl_invalidate_contexts_program(device
, entry
);
8571 delete_glsl_program_entry(priv
, gl_info
, entry
);
8577 case WINED3D_SHADER_TYPE_GEOMETRY
:
8579 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
8581 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8583 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
8584 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8585 checkGLcall("glDeleteShader");
8587 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
8589 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8590 struct glsl_shader_prog_link
, gs
.shader_entry
)
8592 shader_glsl_invalidate_contexts_program(device
, entry
);
8593 delete_glsl_program_entry(priv
, gl_info
, entry
);
8600 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8605 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
8606 shader
->backend_data
= NULL
;
8608 context_release(context
);
8611 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
8613 const struct glsl_program_key
*k
= key
;
8614 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
8615 const struct glsl_shader_prog_link
, program_lookup_entry
);
8617 if (k
->vs_id
> prog
->vs
.id
) return 1;
8618 else if (k
->vs_id
< prog
->vs
.id
) return -1;
8620 if (k
->gs_id
> prog
->gs
.id
) return 1;
8621 else if (k
->gs_id
< prog
->gs
.id
) return -1;
8623 if (k
->ps_id
> prog
->ps
.id
) return 1;
8624 else if (k
->ps_id
< prog
->ps
.id
) return -1;
8629 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
8631 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
8632 + constant_count
* sizeof(*heap
->contained
)
8633 + constant_count
* sizeof(*heap
->positions
);
8634 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
8638 ERR("Failed to allocate memory\n");
8642 heap
->entries
= mem
;
8643 heap
->entries
[1].version
= 0;
8644 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
8645 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
8646 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
8652 static void constant_heap_free(struct constant_heap
*heap
)
8654 HeapFree(GetProcessHeap(), 0, heap
->entries
);
8657 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
8658 const struct fragment_pipeline
*fragment_pipe
)
8660 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8661 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
8662 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
8663 struct fragment_caps fragment_caps
;
8664 void *vertex_priv
, *fragment_priv
;
8666 string_buffer_list_init(&priv
->string_buffers
);
8668 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
8670 ERR("Failed to initialize vertex pipe.\n");
8671 HeapFree(GetProcessHeap(), 0, priv
);
8675 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
8677 ERR("Failed to initialize fragment pipe.\n");
8678 vertex_pipe
->vp_free(device
);
8679 HeapFree(GetProcessHeap(), 0, priv
);
8683 if (!string_buffer_init(&priv
->shader_buffer
))
8685 ERR("Failed to initialize shader buffer.\n");
8689 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
8691 ERR("Failed to allocate memory.\n");
8695 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
8697 ERR("Failed to initialize vertex shader constant heap\n");
8701 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
8703 ERR("Failed to initialize pixel shader constant heap\n");
8707 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
8709 priv
->next_constant_version
= 1;
8710 priv
->vertex_pipe
= vertex_pipe
;
8711 priv
->fragment_pipe
= fragment_pipe
;
8712 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
8713 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
8714 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
8716 device
->vertex_priv
= vertex_priv
;
8717 device
->fragment_priv
= fragment_priv
;
8718 device
->shader_priv
= priv
;
8723 constant_heap_free(&priv
->pconst_heap
);
8724 constant_heap_free(&priv
->vconst_heap
);
8725 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8726 string_buffer_free(&priv
->shader_buffer
);
8727 fragment_pipe
->free_private(device
);
8728 vertex_pipe
->vp_free(device
);
8729 HeapFree(GetProcessHeap(), 0, priv
);
8730 return E_OUTOFMEMORY
;
8733 /* Context activation is done by the caller. */
8734 static void shader_glsl_free(struct wined3d_device
*device
)
8736 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8737 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8740 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
8742 if (priv
->depth_blt_program_full
[i
])
8744 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
8746 if (priv
->depth_blt_program_masked
[i
])
8748 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
8752 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
8753 constant_heap_free(&priv
->pconst_heap
);
8754 constant_heap_free(&priv
->vconst_heap
);
8755 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8756 string_buffer_list_cleanup(&priv
->string_buffers
);
8757 string_buffer_free(&priv
->shader_buffer
);
8758 priv
->fragment_pipe
->free_private(device
);
8759 priv
->vertex_pipe
->vp_free(device
);
8761 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8762 device
->shader_priv
= NULL
;
8765 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8767 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8768 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8771 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8773 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8776 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8778 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8780 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8781 checkGLcall("GL_PROGRAM_POINT_SIZE");
8784 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8788 /* FIXME: Check for the specific extensions required for SM5 support
8789 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8790 * soon as we introduce them, adjusting the GL / GLSL version checks
8792 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
8793 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
8794 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
8795 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
8797 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8798 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8799 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8801 /* Support for texldd and texldl instructions in pixel shaders is required
8803 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
8807 TRACE("Shader model %u.\n", shader_model
);
8809 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8810 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
8811 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
8812 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8813 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8814 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
8816 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
8817 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
8818 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8820 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8821 * Direct3D minimum requirement.
8823 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8824 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8826 * The problem is that the refrast clamps temporary results in the shader to
8827 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8828 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8829 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8830 * offer a way to query this.
8832 if (shader_model
>= 4)
8833 caps
->ps_1x_max_value
= FLT_MAX
;
8835 caps
->ps_1x_max_value
= 1024.0f
;
8837 /* Ideally we'd only set caps like sRGB writes here if supported by both
8838 * the shader backend and the fragment pipe, but we can get called before
8839 * shader_glsl_alloc(). */
8840 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8841 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8844 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8846 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8848 TRACE("Checking support for fixup:\n");
8849 dump_color_fixup_desc(fixup
);
8852 /* We support everything except YUV conversions. */
8853 if (!is_complex_fixup(fixup
))
8859 TRACE("[FAILED]\n");
8863 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8865 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8866 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8867 /* WINED3DSIH_AND */ shader_glsl_binop
,
8868 /* WINED3DSIH_ATOMIC_AND */ NULL
,
8869 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
8870 /* WINED3DSIH_ATOMIC_OR */ NULL
,
8871 /* WINED3DSIH_ATOMIC_XOR */ NULL
,
8872 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8873 /* WINED3DSIH_BFI */ NULL
,
8874 /* WINED3DSIH_BFREV */ NULL
,
8875 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8876 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8877 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8878 /* WINED3DSIH_BUFINFO */ NULL
,
8879 /* WINED3DSIH_CALL */ shader_glsl_call
,
8880 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8881 /* WINED3DSIH_CASE */ shader_glsl_case
,
8882 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8883 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8884 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
8885 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8886 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8887 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
8888 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8889 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8890 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8891 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
8892 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
8893 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
8894 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
8895 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8896 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
8897 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8898 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8899 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8900 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8901 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8902 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8903 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8904 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
8905 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8906 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8907 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
8908 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8909 /* WINED3DSIH_DCL_STREAM */ NULL
,
8910 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8911 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
8912 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
8913 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
8914 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
8915 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
8916 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL
,
8917 /* WINED3DSIH_DCL_UAV_RAW */ NULL
,
8918 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL
,
8919 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
8920 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8921 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8922 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
8923 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8924 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8925 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8926 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8927 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8928 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8929 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8930 /* WINED3DSIH_DST */ shader_glsl_dst
,
8931 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8932 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
8933 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
8934 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8935 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
8936 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
8937 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8938 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8939 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
8940 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8941 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8942 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8943 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
8944 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8945 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8946 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8947 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8948 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8949 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8950 /* WINED3DSIH_GATHER4 */ NULL
,
8951 /* WINED3DSIH_GATHER4_C */ NULL
,
8952 /* WINED3DSIH_GE */ shader_glsl_relop
,
8953 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
8954 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
8955 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
8956 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
8957 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8958 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8959 /* WINED3DSIH_IF */ shader_glsl_if
,
8960 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8961 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8962 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8963 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8964 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8965 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8966 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
8967 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL
,
8968 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
8969 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL
,
8970 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL
,
8971 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8972 /* WINED3DSIH_INE */ shader_glsl_relop
,
8973 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8974 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8975 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
8976 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8977 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8978 /* WINED3DSIH_LD */ shader_glsl_ld
,
8979 /* WINED3DSIH_LD2DMS */ NULL
,
8980 /* WINED3DSIH_LD_RAW */ NULL
,
8981 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8982 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
8983 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8984 /* WINED3DSIH_LOD */ NULL
,
8985 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8986 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8987 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8988 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8989 /* WINED3DSIH_LT */ shader_glsl_relop
,
8990 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8991 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8992 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8993 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8994 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8995 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8996 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8997 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8998 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8999 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
9000 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
9001 /* WINED3DSIH_MUL */ shader_glsl_binop
,
9002 /* WINED3DSIH_NE */ shader_glsl_relop
,
9003 /* WINED3DSIH_NOP */ shader_glsl_nop
,
9004 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
9005 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
9006 /* WINED3DSIH_OR */ shader_glsl_binop
,
9007 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
9008 /* WINED3DSIH_POW */ shader_glsl_pow
,
9009 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
9010 /* WINED3DSIH_REP */ shader_glsl_rep
,
9011 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
9012 /* WINED3DSIH_RET */ shader_glsl_ret
,
9013 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
9014 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
9015 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9016 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9017 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9018 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9019 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9020 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9021 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9022 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9023 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9024 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9025 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9026 /* WINED3DSIH_SETP */ NULL
,
9027 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9028 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9029 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9030 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9031 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9032 /* WINED3DSIH_STORE_RAW */ NULL
,
9033 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
9034 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
9035 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9036 /* WINED3DSIH_SWAPC */ NULL
,
9037 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9038 /* WINED3DSIH_SYNC */ NULL
,
9039 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9040 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9041 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9042 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9043 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9044 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9045 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9046 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9047 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9048 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9049 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9050 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9051 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9052 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9053 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9054 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9055 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9056 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9057 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9058 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9059 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9060 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9061 /* WINED3DSIH_UBFE */ NULL
,
9062 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9063 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9064 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9065 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9066 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9067 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9068 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9069 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9072 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9073 SHADER_HANDLER hw_fct
;
9075 /* Select handler */
9076 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9078 /* Unhandled opcode */
9081 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9086 shader_glsl_add_instruction_modifiers(ins
);
9089 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9091 struct shader_glsl_priv
*priv
= shader_priv
;
9093 return priv
->ffp_proj_control
;
9096 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9098 shader_glsl_handle_instruction
,
9100 shader_glsl_disable
,
9101 shader_glsl_select_depth_blt
,
9102 shader_glsl_deselect_depth_blt
,
9103 shader_glsl_update_float_vertex_constants
,
9104 shader_glsl_update_float_pixel_constants
,
9105 shader_glsl_load_constants
,
9106 shader_glsl_destroy
,
9109 shader_glsl_allocate_context_data
,
9110 shader_glsl_free_context_data
,
9111 shader_glsl_init_context_state
,
9112 shader_glsl_get_caps
,
9113 shader_glsl_color_fixup_supported
,
9114 shader_glsl_has_ffp_proj_control
,
9117 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9119 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9121 caps
->xyzrhw
= TRUE
;
9122 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9123 caps
->ffp_generic_attributes
= TRUE
;
9124 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9125 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9126 caps
->max_vertex_blend_matrix_index
= 0;
9127 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9128 | WINED3DVTXPCAPS_MATERIALSOURCE7
9129 | WINED3DVTXPCAPS_VERTEXFOG
9130 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9131 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9132 | WINED3DVTXPCAPS_LOCALVIEWER
9133 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9134 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9135 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9136 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9139 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9141 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9142 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9146 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9148 struct shader_glsl_priv
*priv
;
9150 if (shader_backend
== &glsl_shader_backend
)
9153 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9157 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9162 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9164 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9165 struct glsl_ffp_vertex_shader
, desc
.entry
);
9166 struct glsl_shader_prog_link
*program
, *program2
;
9167 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9169 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9170 struct glsl_shader_prog_link
, vs
.shader_entry
)
9172 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9174 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9175 HeapFree(GetProcessHeap(), 0, shader
);
9178 /* Context activation is done by the caller. */
9179 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9181 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9182 struct glsl_ffp_destroy_ctx ctx
;
9185 ctx
.gl_info
= &device
->adapter
->gl_info
;
9186 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9189 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9190 const struct wined3d_state
*state
, DWORD state_id
) {}
9192 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9193 const struct wined3d_state
*state
, DWORD state_id
)
9195 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9198 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9199 const struct wined3d_state
*state
, DWORD state_id
)
9201 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9202 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9203 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9204 BOOL transformed
= context
->stream_info
.position_transformed
;
9205 BOOL wasrhw
= context
->last_was_rhw
;
9208 context
->last_was_rhw
= transformed
;
9210 /* If the vertex declaration contains a transformed position attribute,
9211 * the draw uses the fixed function vertex pipeline regardless of any
9212 * vertex shader set by the application. */
9213 if (transformed
!= wasrhw
9214 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9215 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9217 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9221 if (context
->last_was_vshader
)
9224 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9225 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9227 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9230 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9232 /* Because of settings->texcoords, we have to regenerate the vertex
9233 * shader on a vdecl change if there aren't enough varyings to just
9234 * always output all the texture coordinates. */
9235 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9236 || normal
!= context
->last_was_normal
)
9237 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9240 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9241 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9242 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9246 if (!context
->last_was_vshader
)
9248 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9250 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9251 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9253 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9257 context
->last_was_vshader
= use_vs(state
);
9258 context
->last_was_normal
= normal
;
9261 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9262 const struct wined3d_state
*state
, DWORD state_id
)
9264 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9265 /* Different vertex shaders potentially require a different vertex attributes setup. */
9266 if (!isStateDirty(context
, STATE_VDECL
))
9267 context_apply_state(context
, state
, STATE_VDECL
);
9270 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9271 const struct wined3d_state
*state
, DWORD state_id
)
9273 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9274 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9275 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9278 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9279 const struct wined3d_state
*state
, DWORD state_id
)
9281 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9282 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9283 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9284 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9285 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9288 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9289 const struct wined3d_state
*state
, DWORD state_id
)
9291 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9294 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9295 const struct wined3d_state
*state
, DWORD state_id
)
9297 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9300 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9302 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9305 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9306 | WINED3D_SHADER_CONST_FFP_LIGHTS
9307 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9309 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9311 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
9313 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9314 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9319 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9323 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9324 const struct wined3d_state
*state
, DWORD state_id
)
9326 /* Table fog behavior depends on the projection matrix. */
9327 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9328 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9329 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9330 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9333 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9334 const struct wined3d_state
*state
, DWORD state_id
)
9336 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9337 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9338 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9339 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9340 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9341 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9344 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9345 const struct wined3d_state
*state
, DWORD state_id
)
9347 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9350 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9351 const struct wined3d_state
*state
, DWORD state_id
)
9353 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9354 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9360 if (sampler
>= MAX_TEXTURES
)
9363 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9364 || context
->lastWasPow2Texture
& (1u << sampler
))
9367 context
->lastWasPow2Texture
|= 1u << sampler
;
9369 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9371 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9375 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9376 const struct wined3d_state
*state
, DWORD state_id
)
9378 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9381 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9382 const struct wined3d_state
*state
, DWORD state_id
)
9384 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9387 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9388 const struct wined3d_state
*state
, DWORD state_id
)
9390 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9393 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9394 const struct wined3d_state
*state
, DWORD state_id
)
9397 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9400 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9401 const struct wined3d_state
*state
, DWORD state_id
)
9403 static unsigned int once
;
9405 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9406 FIXME("Non-point sprite points not supported in core profile.\n");
9409 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9410 const struct wined3d_state
*state
, DWORD state_id
)
9412 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9415 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9416 const struct wined3d_state
*state
, DWORD state_id
)
9418 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9419 UINT index
= state_id
- STATE_CLIPPLANE(0);
9421 if (index
>= gl_info
->limits
.user_clip_distances
)
9424 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9427 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9429 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9430 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9431 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9432 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9433 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9434 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9436 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9437 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9438 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9439 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9440 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9441 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9442 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9443 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9444 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9445 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9446 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9447 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9448 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9449 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9450 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9451 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9452 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9453 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9454 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9455 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9456 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9457 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9458 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9459 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9460 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9461 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9462 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9463 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9464 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9465 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9466 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9467 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9468 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9469 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9470 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9471 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9472 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9473 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9474 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9475 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9476 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9477 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9478 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9479 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9480 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9481 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9482 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9483 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9484 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9485 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9486 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9487 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9488 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9489 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9490 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9491 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9492 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9493 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9494 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9495 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9496 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9497 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9498 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9499 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9501 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9502 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9503 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9504 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9505 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9506 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9507 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9508 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9509 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9511 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
9512 /* Transform states */
9513 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9514 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9515 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9516 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9517 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9518 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9519 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9520 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9521 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9522 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9523 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9524 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9525 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9526 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9527 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9528 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9529 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9530 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9531 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9532 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9533 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9534 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9535 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9536 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9537 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9538 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9539 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9540 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9541 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9542 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9544 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9545 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9546 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9547 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9548 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
9549 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
9550 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9551 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9552 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9553 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9554 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9555 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9556 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9557 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9558 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9559 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9560 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9561 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
9562 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
9563 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
9564 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
9565 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
9566 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9567 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9568 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9569 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9570 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9571 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9572 /* NP2 texture matrix fixups. They are not needed if
9573 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9574 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9576 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9577 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9578 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9579 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9580 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9581 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9582 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9583 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9584 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9585 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9586 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9587 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9588 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9589 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9590 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9591 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9592 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9593 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9594 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9595 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9596 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9597 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9598 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9599 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9600 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9601 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
9602 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9603 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
9607 * - Implement vertex tweening. */
9608 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
9610 glsl_vertex_pipe_vp_enable
,
9611 glsl_vertex_pipe_vp_get_caps
,
9612 glsl_vertex_pipe_vp_get_emul_mask
,
9613 glsl_vertex_pipe_vp_alloc
,
9614 glsl_vertex_pipe_vp_free
,
9615 glsl_vertex_pipe_vp_states
,
9618 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
9620 /* Nothing to do. */
9623 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
9625 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9626 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9627 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
9628 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
9629 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
9630 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
9631 | WINED3DTEXOPCAPS_SELECTARG1
9632 | WINED3DTEXOPCAPS_SELECTARG2
9633 | WINED3DTEXOPCAPS_MODULATE4X
9634 | WINED3DTEXOPCAPS_MODULATE2X
9635 | WINED3DTEXOPCAPS_MODULATE
9636 | WINED3DTEXOPCAPS_ADDSIGNED2X
9637 | WINED3DTEXOPCAPS_ADDSIGNED
9638 | WINED3DTEXOPCAPS_ADD
9639 | WINED3DTEXOPCAPS_SUBTRACT
9640 | WINED3DTEXOPCAPS_ADDSMOOTH
9641 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9642 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9643 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9644 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9645 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9646 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9647 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9648 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9649 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9650 | WINED3DTEXOPCAPS_DOTPRODUCT3
9651 | WINED3DTEXOPCAPS_MULTIPLYADD
9652 | WINED3DTEXOPCAPS_LERP
9653 | WINED3DTEXOPCAPS_BUMPENVMAP
9654 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
9655 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
9656 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
9659 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9661 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9662 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9666 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9668 struct shader_glsl_priv
*priv
;
9670 if (shader_backend
== &glsl_shader_backend
)
9673 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
9677 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9682 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
9684 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9685 struct glsl_ffp_fragment_shader
, entry
.entry
);
9686 struct glsl_shader_prog_link
*program
, *program2
;
9687 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9689 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9690 struct glsl_shader_prog_link
, ps
.shader_entry
)
9692 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9694 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9695 HeapFree(GetProcessHeap(), 0, shader
);
9698 /* Context activation is done by the caller. */
9699 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
9701 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
9702 struct glsl_ffp_destroy_ctx ctx
;
9705 ctx
.gl_info
= &device
->adapter
->gl_info
;
9706 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
9709 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
9710 const struct wined3d_state
*state
, DWORD state_id
)
9712 context
->last_was_pshader
= use_ps(state
);
9714 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9717 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
9718 const struct wined3d_state
*state
, DWORD state_id
)
9720 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9723 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
9724 const struct wined3d_state
*state
, DWORD state_id
)
9726 BOOL use_vshader
= use_vs(state
);
9727 enum fogsource new_source
;
9728 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
9729 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
9731 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9733 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
9736 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
9739 new_source
= FOGSOURCE_VS
;
9740 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
9741 new_source
= FOGSOURCE_COORD
;
9743 new_source
= FOGSOURCE_FFP
;
9747 new_source
= FOGSOURCE_FFP
;
9750 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
9752 context
->fog_source
= new_source
;
9753 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9757 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
9758 const struct wined3d_state
*state
, DWORD state_id
)
9760 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9761 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9762 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9764 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
9765 glsl_fragment_pipe_fog(context
, state
, state_id
);
9768 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
9769 const struct wined3d_state
*state
, DWORD state_id
)
9771 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9772 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9773 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9776 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
9777 const struct wined3d_state
*state
, DWORD state_id
)
9779 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9782 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
9783 const struct wined3d_state
*state
, DWORD state_id
)
9785 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9788 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
9789 const struct wined3d_state
*state
, DWORD state_id
)
9791 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9792 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
9793 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
9797 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
9798 checkGLcall("glAlphaFunc");
9802 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
9803 const struct wined3d_state
*state
, DWORD state_id
)
9805 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9808 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
9809 const struct wined3d_state
*state
, DWORD state_id
)
9811 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9813 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
9815 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
9816 checkGLcall("glEnable(GL_ALPHA_TEST)");
9820 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
9821 checkGLcall("glDisable(GL_ALPHA_TEST)");
9825 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
9826 const struct wined3d_state
*state
, DWORD state_id
)
9828 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9831 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
9832 const struct wined3d_state
*state
, DWORD state_id
)
9834 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9837 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
9838 const struct wined3d_state
*state
, DWORD state_id
)
9840 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9843 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
9845 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9846 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9847 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9848 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9849 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9850 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9851 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9852 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9853 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9854 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9855 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9856 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9857 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9858 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9859 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9860 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9861 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9862 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9863 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9864 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9865 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9866 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9867 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9868 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9869 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9870 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9871 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9872 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9873 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9874 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9875 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9876 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9877 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9878 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9879 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9880 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9881 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9882 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9883 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9884 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9885 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9886 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9887 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9888 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9889 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9890 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9891 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9892 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9893 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9894 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9895 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9896 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9897 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9898 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9899 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9900 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9901 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9902 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9903 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9904 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9905 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9906 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9907 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9908 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9909 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9910 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9911 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9912 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9913 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9914 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9915 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9916 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9917 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9918 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9919 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9920 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9921 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
9922 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9923 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
9924 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
9925 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
9926 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
9927 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9928 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9929 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9930 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9931 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9932 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9933 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9934 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9935 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9936 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9937 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9938 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9939 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
9940 {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
},
9941 {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
},
9942 {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
},
9943 {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
},
9944 {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
},
9945 {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
},
9946 {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
},
9947 {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
},
9948 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9949 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9950 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9951 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9952 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9953 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9954 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9955 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9956 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9957 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9958 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9959 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9960 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9963 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9968 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9972 const struct fragment_pipeline glsl_fragment_pipe
=
9974 glsl_fragment_pipe_enable
,
9975 glsl_fragment_pipe_get_caps
,
9976 glsl_fragment_pipe_get_emul_mask
,
9977 glsl_fragment_pipe_alloc
,
9978 glsl_fragment_pipe_free
,
9979 glsl_fragment_pipe_alloc_context_data
,
9980 glsl_fragment_pipe_free_context_data
,
9981 shader_glsl_color_fixup_supported
,
9982 glsl_fragment_pipe_state_template
,