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 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_shader_buffer shader_buffer
;
95 struct wine_rb_tree program_lookup
;
96 struct constant_heap vconst_heap
;
97 struct constant_heap pconst_heap
;
99 GLuint depth_blt_program_full
[tex_type_count
];
100 GLuint depth_blt_program_masked
[tex_type_count
];
101 UINT next_constant_version
;
103 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
104 const struct fragment_pipeline
*fragment_pipe
;
105 struct wine_rb_tree ffp_vertex_shaders
;
106 struct wine_rb_tree ffp_fragment_shaders
;
107 BOOL ffp_proj_control
;
110 struct glsl_vs_program
112 struct list shader_entry
;
114 GLenum vertex_color_clamp
;
115 GLint
*uniform_f_locations
;
116 GLint uniform_i_locations
[MAX_CONST_I
];
117 GLint uniform_b_locations
[MAX_CONST_B
];
118 GLint pos_fixup_location
;
121 struct glsl_gs_program
123 struct list shader_entry
;
127 struct glsl_ps_program
129 struct list shader_entry
;
131 GLint
*uniform_f_locations
;
132 GLint uniform_i_locations
[MAX_CONST_I
];
133 GLint uniform_b_locations
[MAX_CONST_B
];
134 GLint bumpenv_mat_location
[MAX_TEXTURES
];
135 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
136 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
137 GLint tss_constant_location
[MAX_TEXTURES
];
138 GLint tex_factor_location
;
139 GLint specular_enable_location
;
140 GLint ycorrection_location
;
141 GLint np2_fixup_location
;
142 const struct ps_np2fixup_info
*np2_fixup_info
;
145 /* Struct to maintain data about a linked GLSL program */
146 struct glsl_shader_prog_link
148 struct wine_rb_entry program_lookup_entry
;
149 struct glsl_vs_program vs
;
150 struct glsl_gs_program gs
;
151 struct glsl_ps_program ps
;
153 DWORD constant_update_mask
;
154 UINT constant_version
;
157 struct glsl_program_key
164 struct shader_glsl_ctx_priv
{
165 const struct vs_compile_args
*cur_vs_args
;
166 const struct ps_compile_args
*cur_ps_args
;
167 struct ps_np2fixup_info
*cur_np2fixup_info
;
170 struct glsl_context_data
172 struct glsl_shader_prog_link
*glsl_program
;
175 struct glsl_ps_compiled_shader
177 struct ps_compile_args args
;
178 struct ps_np2fixup_info np2fixup
;
182 struct glsl_vs_compiled_shader
184 struct vs_compile_args args
;
188 struct glsl_gs_compiled_shader
193 struct glsl_shader_private
197 struct glsl_vs_compiled_shader
*vs
;
198 struct glsl_gs_compiled_shader
*gs
;
199 struct glsl_ps_compiled_shader
*ps
;
201 UINT num_gl_shaders
, shader_array_size
;
204 struct glsl_ffp_vertex_shader
206 struct wined3d_ffp_vs_desc desc
;
208 struct list linked_programs
;
211 struct glsl_ffp_fragment_shader
213 struct ffp_frag_desc entry
;
215 struct list linked_programs
;
218 struct glsl_ffp_destroy_ctx
220 struct shader_glsl_priv
*priv
;
221 const struct wined3d_gl_info
*gl_info
;
224 static const char *debug_gl_shader_type(GLenum type
)
228 #define WINED3D_TO_STR(u) case u: return #u
229 WINED3D_TO_STR(GL_VERTEX_SHADER
);
230 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
231 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
232 #undef WINED3D_TO_STR
234 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
238 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
242 case WINED3D_SHADER_TYPE_VERTEX
:
245 case WINED3D_SHADER_TYPE_GEOMETRY
:
248 case WINED3D_SHADER_TYPE_PIXEL
:
252 FIXME("Unhandled shader type %#x.\n", type
);
257 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
261 wined3d_ftoa(values
[0], str
[0]);
262 wined3d_ftoa(values
[1], str
[1]);
263 wined3d_ftoa(values
[2], str
[2]);
264 wined3d_ftoa(values
[3], str
[3]);
265 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
268 /* Extract a line from the info log.
269 * Note that this modifies the source string. */
270 static char *get_info_log_line(char **ptr
)
275 if (!(q
= strstr(p
, "\n")))
277 if (!*p
) return NULL
;
287 /* Context activation is done by the caller. */
288 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
293 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
297 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
299 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
301 /* A size of 1 is just a null-terminated string, so the log should be bigger than
302 * that if there are errors. */
307 log
= HeapAlloc(GetProcessHeap(), 0, length
);
308 /* The info log is supposed to be zero-terminated, but at least some
309 * versions of fglrx don't terminate the string properly. The reported
310 * length does include the terminator, so explicitly set it to zero
314 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
316 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
319 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
321 WARN("Info log received from GLSL shader #%u:\n", id
);
322 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
326 FIXME("Info log received from GLSL shader #%u:\n", id
);
327 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
329 HeapFree(GetProcessHeap(), 0, log
);
333 /* Context activation is done by the caller. */
334 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
336 TRACE("Compiling shader object %u.\n", shader
);
337 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
338 checkGLcall("glShaderSource");
339 GL_EXTCALL(glCompileShader(shader
));
340 checkGLcall("glCompileShader");
341 print_glsl_info_log(gl_info
, shader
, FALSE
);
344 /* Context activation is done by the caller. */
345 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
347 GLint i
, shader_count
, source_size
= -1;
351 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
352 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
355 ERR("Failed to allocate shader array memory.\n");
359 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
360 for (i
= 0; i
< shader_count
; ++i
)
365 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
367 if (source_size
< tmp
)
369 HeapFree(GetProcessHeap(), 0, source
);
371 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
374 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
375 HeapFree(GetProcessHeap(), 0, shaders
);
381 FIXME("Shader %u:\n", shaders
[i
]);
382 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
383 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
384 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
385 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
389 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
390 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
394 HeapFree(GetProcessHeap(), 0, source
);
395 HeapFree(GetProcessHeap(), 0, shaders
);
398 /* Context activation is done by the caller. */
399 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
403 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
406 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
409 FIXME("Program %u link status invalid.\n", program
);
410 shader_glsl_dump_program_source(gl_info
, program
);
413 print_glsl_info_log(gl_info
, program
, TRUE
);
416 /* Context activation is done by the caller. */
417 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
418 const DWORD
*tex_unit_map
, GLuint program_id
)
420 unsigned int mapped_unit
;
421 char sampler_name
[20];
428 enum wined3d_shader_type type
;
429 unsigned int base_idx
;
434 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
435 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
438 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
440 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
442 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
444 snprintf(sampler_name
, sizeof(sampler_name
), "%s_sampler%u", prefix
, j
);
445 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
));
449 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
450 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
452 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
, mapped_unit
);
456 TRACE("Loading sampler %s on unit %u.\n", sampler_name
, mapped_unit
);
457 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
460 checkGLcall("glUniform1i");
463 /* Context activation is done by the caller. */
464 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
465 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
467 unsigned int start
= ~0U, end
= 0;
469 unsigned int heap_idx
= 1;
472 if (heap
->entries
[heap_idx
].version
<= version
) return;
474 idx
= heap
->entries
[heap_idx
].idx
;
475 if (constant_locations
[idx
] != -1)
477 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
479 while (stack_idx
>= 0)
481 /* Note that we fall through to the next case statement. */
482 switch(stack
[stack_idx
])
484 case HEAP_NODE_TRAVERSE_LEFT
:
486 unsigned int left_idx
= heap_idx
<< 1;
487 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
490 idx
= heap
->entries
[heap_idx
].idx
;
491 if (constant_locations
[idx
] != -1)
499 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
500 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
505 case HEAP_NODE_TRAVERSE_RIGHT
:
507 unsigned int right_idx
= (heap_idx
<< 1) + 1;
508 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
510 heap_idx
= right_idx
;
511 idx
= heap
->entries
[heap_idx
].idx
;
512 if (constant_locations
[idx
] != -1)
520 stack
[stack_idx
++] = HEAP_NODE_POP
;
521 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
533 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
534 checkGLcall("walk_constant_heap()");
537 /* Context activation is done by the caller. */
538 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
540 GLfloat clamped_constant
[4];
542 if (location
== -1) return;
544 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
545 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
546 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
547 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
549 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
552 /* Context activation is done by the caller. */
553 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
554 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
557 unsigned int heap_idx
= 1;
560 if (heap
->entries
[heap_idx
].version
<= version
) return;
562 idx
= heap
->entries
[heap_idx
].idx
;
563 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
564 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
566 while (stack_idx
>= 0)
568 /* Note that we fall through to the next case statement. */
569 switch(stack
[stack_idx
])
571 case HEAP_NODE_TRAVERSE_LEFT
:
573 unsigned int left_idx
= heap_idx
<< 1;
574 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
577 idx
= heap
->entries
[heap_idx
].idx
;
578 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
580 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
581 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
586 case HEAP_NODE_TRAVERSE_RIGHT
:
588 unsigned int right_idx
= (heap_idx
<< 1) + 1;
589 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
591 heap_idx
= right_idx
;
592 idx
= heap
->entries
[heap_idx
].idx
;
593 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
595 stack
[stack_idx
++] = HEAP_NODE_POP
;
596 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
607 checkGLcall("walk_constant_heap_clamped()");
610 /* Context activation is done by the caller. */
611 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
612 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
613 unsigned char *stack
, UINT version
)
615 const struct wined3d_shader_lconst
*lconst
;
617 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
618 if (shader
->reg_maps
.shader_version
.major
== 1
619 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
620 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
622 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
624 if (!shader
->load_local_constsF
)
626 TRACE("No need to load local float constants for this shader\n");
630 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
631 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
633 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
635 checkGLcall("glUniform4fv()");
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
640 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
645 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
647 if (!(constants_set
& 1)) continue;
649 /* We found this uniform name in the program - go ahead and send the data */
650 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
653 /* Load immediate constants */
654 ptr
= list_head(&shader
->constantsI
);
657 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
658 unsigned int idx
= lconst
->idx
;
659 const GLint
*values
= (const GLint
*)lconst
->value
;
661 /* We found this uniform name in the program - go ahead and send the data */
662 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
663 ptr
= list_next(&shader
->constantsI
, ptr
);
665 checkGLcall("glUniform4iv()");
668 /* Context activation is done by the caller. */
669 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
670 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
675 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
677 if (!(constants_set
& 1)) continue;
679 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
682 /* Load immediate constants */
683 ptr
= list_head(&shader
->constantsB
);
686 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
687 unsigned int idx
= lconst
->idx
;
688 const GLint
*values
= (const GLint
*)lconst
->value
;
690 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
691 ptr
= list_next(&shader
->constantsB
, ptr
);
693 checkGLcall("glUniform1iv()");
696 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
698 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
701 /* Context activation is done by the caller (state handler). */
702 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
703 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
705 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
706 UINT fixup
= ps
->np2_fixup_info
->active
;
709 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
711 const struct wined3d_texture
*tex
= state
->textures
[i
];
712 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
713 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
717 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
723 tex_dim
[2] = tex
->pow2_matrix
[0];
724 tex_dim
[3] = tex
->pow2_matrix
[5];
728 tex_dim
[0] = tex
->pow2_matrix
[0];
729 tex_dim
[1] = tex
->pow2_matrix
[5];
733 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
736 /* Context activation is done by the caller (state handler). */
737 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
738 const struct wined3d_state
*state
)
740 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
741 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
742 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
743 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
744 struct shader_glsl_priv
*priv
= shader_priv
;
745 float position_fixup
[4];
746 DWORD update_mask
= 0;
748 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
749 UINT constant_version
;
753 /* No GLSL program set - nothing to do. */
756 constant_version
= prog
->constant_version
;
757 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
759 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
760 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
761 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
763 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
764 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
765 vshader
->reg_maps
.integer_constants
);
767 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
768 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
769 vshader
->reg_maps
.boolean_constants
);
771 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
773 shader_get_position_fixup(context
, state
, position_fixup
);
774 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
775 checkGLcall("glUniform4fv");
778 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
779 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
780 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
782 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
783 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
784 pshader
->reg_maps
.integer_constants
);
786 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
787 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
788 pshader
->reg_maps
.boolean_constants
);
790 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
792 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
794 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
797 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
798 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
800 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
802 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
803 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
804 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
805 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
809 checkGLcall("bump env uniforms");
812 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
814 float correction_params
[4];
816 if (context
->render_offscreen
)
818 correction_params
[0] = 0.0f
;
819 correction_params
[1] = 1.0f
;
821 /* position is window relative, not viewport relative */
822 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
823 correction_params
[1] = -1.0f
;
825 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
828 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
829 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
831 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
835 if (prog
->ps
.tex_factor_location
!= -1)
837 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
838 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
841 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
842 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
844 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
846 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
848 if (prog
->ps
.tss_constant_location
[i
] == -1)
851 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
852 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
855 checkGLcall("fixed function uniforms");
858 if (priv
->next_constant_version
== UINT_MAX
)
860 TRACE("Max constant version reached, resetting to 0.\n");
861 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
862 priv
->next_constant_version
= 1;
866 prog
->constant_version
= priv
->next_constant_version
++;
870 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
872 struct constant_entry
*entries
= heap
->entries
;
873 unsigned int *positions
= heap
->positions
;
874 unsigned int heap_idx
, parent_idx
;
876 if (!heap
->contained
[idx
])
878 heap_idx
= heap
->size
++;
879 heap
->contained
[idx
] = TRUE
;
883 heap_idx
= positions
[idx
];
888 parent_idx
= heap_idx
>> 1;
890 if (new_version
<= entries
[parent_idx
].version
) break;
892 entries
[heap_idx
] = entries
[parent_idx
];
893 positions
[entries
[parent_idx
].idx
] = heap_idx
;
894 heap_idx
= parent_idx
;
897 entries
[heap_idx
].version
= new_version
;
898 entries
[heap_idx
].idx
= idx
;
899 positions
[idx
] = heap_idx
;
902 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
904 struct shader_glsl_priv
*priv
= device
->shader_priv
;
905 struct constant_heap
*heap
= &priv
->vconst_heap
;
908 for (i
= start
; i
< count
+ start
; ++i
)
910 update_heap_entry(heap
, i
, priv
->next_constant_version
);
913 for (i
= 0; i
< device
->context_count
; ++i
)
915 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
919 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
921 struct shader_glsl_priv
*priv
= device
->shader_priv
;
922 struct constant_heap
*heap
= &priv
->pconst_heap
;
925 for (i
= start
; i
< count
+ start
; ++i
)
927 update_heap_entry(heap
, i
, priv
->next_constant_version
);
930 for (i
= 0; i
< device
->context_count
; ++i
)
932 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
936 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
938 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
939 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
940 if(shader_major
> 3) return ret
;
942 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
943 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
947 /** Generate the variable & register declarations for the GLSL output target */
948 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
949 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
950 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
952 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
953 const struct wined3d_state
*state
= &shader
->device
->state
;
954 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
955 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
956 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
957 unsigned int i
, extra_constants_needed
= 0;
958 const struct wined3d_shader_lconst
*lconst
;
962 prefix
= shader_glsl_get_prefix(version
->type
);
964 /* Prototype the subroutines */
965 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
967 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
970 /* Declare the constants (aka uniforms) */
971 if (shader
->limits
->constant_float
> 0)
973 unsigned max_constantsF
;
975 /* Unless the shader uses indirect addressing, always declare the
976 * maximum array size and ignore that we need some uniforms privately.
977 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
978 * and immediate values, still declare VC[256]. If the shader needs
979 * more uniforms than we have it won't work in any case. If it uses
980 * less, the compiler will figure out which uniforms are really used
981 * and strip them out. This allows a shader to use c255 on a dx9 card,
982 * as long as it doesn't also use all the other constants.
984 * If the shader uses indirect addressing the compiler must assume
985 * that all declared uniforms are used. In this case, declare only the
986 * amount that we're assured to have.
988 * Thus we run into problems in these two cases:
989 * 1) The shader really uses more uniforms than supported.
990 * 2) The shader uses indirect addressing, less constants than
991 * supported, but uses a constant index > #supported consts. */
992 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
994 /* No indirect addressing here. */
995 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
999 if (reg_maps
->usesrelconstF
)
1001 /* Subtract the other potential uniforms from the max
1002 * available (bools, ints, and 1 row of projection matrix).
1003 * Subtract another uniform for immediate values, which have
1004 * to be loaded via uniform by the driver as well. The shader
1005 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1006 * shader code, so one vec4 should be enough. (Unfortunately
1007 * the Nvidia driver doesn't store 128 and -128 in one float).
1009 * Writing gl_ClipVertex requires one uniform for each
1010 * clipplane as well. */
1011 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1012 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1014 max_constantsF
-= gl_info
->limits
.clipplanes
;
1016 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1017 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1018 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1019 * for now take this into account when calculating the number of available constants
1021 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1022 /* Set by driver quirks in directx.c */
1023 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1025 if (max_constantsF
< shader
->limits
->constant_float
)
1027 static unsigned int once
;
1030 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1031 " it may not render correctly.\n");
1033 WARN("The hardware does not support enough uniform components to run this shader.\n");
1038 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1041 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1042 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1045 /* Always declare the full set of constants, the compiler can remove the
1046 * unused ones because d3d doesn't (yet) support indirect int and bool
1047 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1048 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1049 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1051 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1052 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1054 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1056 if (reg_maps
->cb_sizes
[i
])
1057 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1058 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1061 /* Declare texture samplers */
1062 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1064 struct wined3d_shader_sampler_map_entry
*entry
;
1065 BOOL shadow_sampler
, tex_rect
;
1066 const char *sampler_type
;
1068 entry
= ®_maps
->sampler_map
.entries
[i
];
1070 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1072 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1076 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1077 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1079 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1081 sampler_type
= "sampler1DShadow";
1083 sampler_type
= "sampler1D";
1086 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1087 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1088 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1089 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1093 sampler_type
= "sampler2DRectShadow";
1095 sampler_type
= "sampler2DShadow";
1100 sampler_type
= "sampler2DRect";
1102 sampler_type
= "sampler2D";
1106 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1108 FIXME("Unsupported 3D shadow sampler.\n");
1109 sampler_type
= "sampler3D";
1112 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1114 FIXME("Unsupported Cube shadow sampler.\n");
1115 sampler_type
= "samplerCube";
1119 sampler_type
= "unsupported_sampler";
1120 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1123 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1126 /* Declare uniforms for NP2 texcoord fixup:
1127 * This is NOT done inside the loop that declares the texture samplers
1128 * since the NP2 fixup code is currently only used for the GeforceFX
1129 * series and when forcing the ARB_npot extension off. Modern cards just
1130 * skip the code anyway, so put it inside a separate loop. */
1131 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1133 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1136 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1137 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1138 * samplerNP2Fixup stores texture dimensions and is updated through
1139 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1141 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1143 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1146 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1148 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1152 fixup
->idx
[i
] = cur
++;
1155 fixup
->num_consts
= (cur
+ 1) >> 1;
1156 fixup
->active
= ps_args
->np2_fixup
;
1157 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1160 /* Declare address variables */
1161 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1163 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1166 /* Declare texture coordinate temporaries and initialize them */
1167 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1169 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1172 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1174 /* Declare attributes. */
1175 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1178 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1181 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1182 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1184 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1186 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1188 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1190 if (version
->major
>= 3)
1192 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1195 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1196 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1199 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1204 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1206 if (reg_maps
->luminanceparams
& (1 << i
))
1208 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1209 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1210 extra_constants_needed
++;
1213 extra_constants_needed
++;
1216 if (ps_args
->srgb_correction
)
1218 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1219 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1220 shader_addline(buffer
, ";\n");
1221 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1222 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1223 shader_addline(buffer
, ";\n");
1225 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1227 if (shader
->limits
->constant_float
+ extra_constants_needed
1228 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1230 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1231 extra_constants_needed
++;
1235 float ycorrection
[] =
1237 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1238 context
->render_offscreen
? 1.0f
: -1.0f
,
1243 /* This happens because we do not have proper tracking of the
1244 * constant registers that are actually used, only the max
1245 * limit of the shader version. */
1246 FIXME("Cannot find a free uniform for vpos correction params\n");
1247 shader_addline(buffer
, "const vec4 ycorrection = ");
1248 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1249 shader_addline(buffer
, ";\n");
1251 shader_addline(buffer
, "vec4 vpos;\n");
1255 /* Declare output register temporaries */
1256 if (shader
->limits
->packed_output
)
1257 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1259 /* Declare temporary variables */
1260 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1262 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1265 /* Declare loop registers aLx */
1266 if (version
->major
< 4)
1268 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1270 shader_addline(buffer
, "int aL%u;\n", i
);
1271 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1275 /* Temporary variables for matrix operations */
1276 shader_addline(buffer
, "vec4 tmp0;\n");
1277 shader_addline(buffer
, "vec4 tmp1;\n");
1279 if (!shader
->load_local_constsF
)
1281 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1283 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1284 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1285 shader_addline(buffer
, ";\n");
1289 /* Start the main program. */
1290 shader_addline(buffer
, "void main()\n{\n");
1292 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1293 * add approximately 0.5. This causes off-by-one problems as spotted by
1294 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1295 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1296 * causes precision troubles when we just subtract 0.5.
1298 * To deal with that, just floor() the position. This will eliminate the
1299 * fraction on all cards.
1301 * TODO: Test how this behaves with multisampling.
1303 * An advantage of floor is that it works even if the driver doesn't add
1304 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1305 * to return in gl_FragCoord, even though coordinates specify the pixel
1306 * centers instead of the pixel corners. This code will behave correctly
1307 * on drivers that returns integer values. */
1308 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1309 shader_addline(buffer
,
1310 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1313 /*****************************************************************************
1314 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1316 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1317 ****************************************************************************/
1320 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1321 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1323 /** Used for opcode modifiers - They multiply the result by the specified amount */
1324 static const char * const shift_glsl_tab
[] = {
1326 "2.0 * ", /* 1 (x2) */
1327 "4.0 * ", /* 2 (x4) */
1328 "8.0 * ", /* 3 (x8) */
1329 "16.0 * ", /* 4 (x16) */
1330 "32.0 * ", /* 5 (x32) */
1337 "0.0625 * ", /* 12 (d16) */
1338 "0.125 * ", /* 13 (d8) */
1339 "0.25 * ", /* 14 (d4) */
1340 "0.5 * " /* 15 (d2) */
1343 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1344 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1345 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1349 switch (src_modifier
)
1351 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1352 case WINED3DSPSM_DW
:
1353 case WINED3DSPSM_NONE
:
1354 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1356 case WINED3DSPSM_NEG
:
1357 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1359 case WINED3DSPSM_NOT
:
1360 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1362 case WINED3DSPSM_BIAS
:
1363 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1365 case WINED3DSPSM_BIASNEG
:
1366 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1368 case WINED3DSPSM_SIGN
:
1369 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1371 case WINED3DSPSM_SIGNNEG
:
1372 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1374 case WINED3DSPSM_COMP
:
1375 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1377 case WINED3DSPSM_X2
:
1378 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1380 case WINED3DSPSM_X2NEG
:
1381 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1383 case WINED3DSPSM_ABS
:
1384 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1386 case WINED3DSPSM_ABSNEG
:
1387 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1390 FIXME("Unhandled modifier %u\n", src_modifier
);
1391 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1395 /** Writes the GLSL variable name that corresponds to the register that the
1396 * DX opcode parameter is trying to access */
1397 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1398 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1400 /* oPos, oFog and oPts in D3D */
1401 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1403 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1404 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1405 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1406 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1407 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1408 struct glsl_src_param rel_param0
, rel_param1
;
1409 char imm_str
[4][17];
1411 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1412 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1413 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1414 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1419 case WINED3DSPR_TEMP
:
1420 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1423 case WINED3DSPR_INPUT
:
1424 /* vertex shaders */
1425 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1427 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1428 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1430 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1434 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1436 if (reg
->idx
[0].rel_addr
)
1438 if (reg
->idx
[1].rel_addr
)
1439 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1440 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1442 sprintf(register_name
, "gs_in[%s + %u][%u]",
1443 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1445 else if (reg
->idx
[1].rel_addr
)
1446 sprintf(register_name
, "gs_in[%u][%s + %u]",
1447 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1449 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1453 /* pixel shaders >= 3.0 */
1454 if (version
->major
>= 3)
1456 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1457 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1459 if (reg
->idx
[0].rel_addr
)
1461 /* Removing a + 0 would be an obvious optimization, but
1462 * OS X doesn't see the NOP operation there. */
1465 if (shader
->u
.ps
.declared_in_count
> in_count
)
1467 sprintf(register_name
,
1468 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1469 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1470 prefix
, rel_param0
.param_str
, idx
);
1474 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1479 if (shader
->u
.ps
.declared_in_count
> in_count
)
1481 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1482 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1483 prefix
, rel_param0
.param_str
);
1487 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1493 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1494 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1495 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1500 if (!reg
->idx
[0].offset
)
1501 strcpy(register_name
, "gl_Color");
1503 strcpy(register_name
, "gl_SecondaryColor");
1508 case WINED3DSPR_CONST
:
1510 /* Relative addressing */
1511 if (reg
->idx
[0].rel_addr
)
1513 if (reg
->idx
[0].offset
)
1514 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1516 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1520 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1521 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1523 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1528 case WINED3DSPR_CONSTINT
:
1529 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1532 case WINED3DSPR_CONSTBOOL
:
1533 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1536 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1537 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1538 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1540 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1543 case WINED3DSPR_LOOP
:
1544 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1547 case WINED3DSPR_SAMPLER
:
1548 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1551 case WINED3DSPR_COLOROUT
:
1552 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1553 WARN("Write to render target %u, only %d supported.\n",
1554 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1556 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1559 case WINED3DSPR_RASTOUT
:
1560 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1563 case WINED3DSPR_DEPTHOUT
:
1564 sprintf(register_name
, "gl_FragDepth");
1567 case WINED3DSPR_ATTROUT
:
1568 if (!reg
->idx
[0].offset
)
1569 sprintf(register_name
, "%s_out[8]", prefix
);
1571 sprintf(register_name
, "%s_out[9]", prefix
);
1574 case WINED3DSPR_TEXCRDOUT
:
1575 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1576 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1579 case WINED3DSPR_MISCTYPE
:
1580 if (!reg
->idx
[0].offset
)
1583 sprintf(register_name
, "vpos");
1585 else if (reg
->idx
[0].offset
== 1)
1587 /* Note that gl_FrontFacing is a bool, while vFace is
1588 * a float for which the sign determines front/back */
1589 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1593 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1594 sprintf(register_name
, "unrecognized_register");
1598 case WINED3DSPR_IMMCONST
:
1599 switch (reg
->immconst_type
)
1601 case WINED3D_IMMCONST_SCALAR
:
1602 switch (reg
->data_type
)
1604 case WINED3D_DATA_FLOAT
:
1605 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1607 case WINED3D_DATA_INT
:
1608 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1610 case WINED3D_DATA_RESOURCE
:
1611 case WINED3D_DATA_SAMPLER
:
1612 case WINED3D_DATA_UINT
:
1613 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1616 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1621 case WINED3D_IMMCONST_VEC4
:
1622 switch (reg
->data_type
)
1624 case WINED3D_DATA_FLOAT
:
1625 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1626 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1627 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1628 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1629 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1630 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1632 case WINED3D_DATA_INT
:
1633 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1634 reg
->immconst_data
[0], reg
->immconst_data
[1],
1635 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1637 case WINED3D_DATA_RESOURCE
:
1638 case WINED3D_DATA_SAMPLER
:
1639 case WINED3D_DATA_UINT
:
1640 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1641 reg
->immconst_data
[0], reg
->immconst_data
[1],
1642 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1645 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1651 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1652 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1656 case WINED3DSPR_CONSTBUFFER
:
1657 if (reg
->idx
[1].rel_addr
)
1658 sprintf(register_name
, "%s_cb%u[%s + %u]",
1659 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1661 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1664 case WINED3DSPR_PRIMID
:
1665 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1669 FIXME("Unhandled register type %#x.\n", reg
->type
);
1670 sprintf(register_name
, "unrecognized_register");
1675 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1678 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1679 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1680 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1681 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1685 /* Get the GLSL write mask for the destination register */
1686 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1688 DWORD mask
= param
->write_mask
;
1690 if (shader_is_scalar(¶m
->reg
))
1692 mask
= WINED3DSP_WRITEMASK_0
;
1697 shader_glsl_write_mask_to_str(mask
, write_mask
);
1703 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1704 unsigned int size
= 0;
1706 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1707 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1708 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1709 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1714 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1716 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1717 * but addressed as "rgba". To fix this we need to swap the register's x
1718 * and z components. */
1719 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1722 /* swizzle bits fields: wwzzyyxx */
1723 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1724 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1725 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1726 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1730 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1731 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1733 if (shader_is_scalar(¶m
->reg
))
1734 *swizzle_str
= '\0';
1736 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1739 /* From a given parameter token, generate the corresponding GLSL string.
1740 * Also, return the actual register name and swizzle in case the
1741 * caller needs this information as well. */
1742 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1743 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1745 BOOL is_color
= FALSE
;
1746 char swizzle_str
[6];
1748 glsl_src
->reg_name
[0] = '\0';
1749 glsl_src
->param_str
[0] = '\0';
1750 swizzle_str
[0] = '\0';
1752 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1753 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1755 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1757 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1763 switch (wined3d_src
->reg
.data_type
)
1765 case WINED3D_DATA_FLOAT
:
1766 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
1768 case WINED3D_DATA_INT
:
1769 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
1771 case WINED3D_DATA_RESOURCE
:
1772 case WINED3D_DATA_SAMPLER
:
1773 case WINED3D_DATA_UINT
:
1774 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
1777 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1778 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
1782 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
1786 /* From a given parameter token, generate the corresponding GLSL string.
1787 * Also, return the actual register name and swizzle in case the
1788 * caller needs this information as well. */
1789 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1790 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1792 BOOL is_color
= FALSE
;
1794 glsl_dst
->mask_str
[0] = '\0';
1795 glsl_dst
->reg_name
[0] = '\0';
1797 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1798 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1801 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1802 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1803 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
1804 enum wined3d_data_type data_type
)
1806 struct glsl_dst_param glsl_dst
;
1809 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1813 case WINED3D_DATA_FLOAT
:
1814 shader_addline(buffer
, "%s%s = %s(",
1815 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1817 case WINED3D_DATA_INT
:
1818 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1819 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1821 case WINED3D_DATA_RESOURCE
:
1822 case WINED3D_DATA_SAMPLER
:
1823 case WINED3D_DATA_UINT
:
1824 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1825 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1828 FIXME("Unhandled data type %#x.\n", data_type
);
1829 shader_addline(buffer
, "%s%s = %s(",
1830 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1838 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1839 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1841 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
1844 /** Process GLSL instruction modifiers */
1845 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1847 struct glsl_dst_param dst_param
;
1850 if (!ins
->dst_count
) return;
1852 modifiers
= ins
->dst
[0].modifiers
;
1853 if (!modifiers
) return;
1855 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1857 if (modifiers
& WINED3DSPDM_SATURATE
)
1859 /* _SAT means to clamp the value of the register to between 0 and 1 */
1860 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1861 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1864 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1866 FIXME("_centroid modifier not handled\n");
1869 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1871 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1875 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1879 case WINED3D_SHADER_REL_OP_GT
: return ">";
1880 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1881 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1882 case WINED3D_SHADER_REL_OP_LT
: return "<";
1883 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1884 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1886 FIXME("Unrecognized operator %#x.\n", op
);
1891 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1892 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1894 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
1895 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1896 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1897 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
1898 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1899 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1900 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1901 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1903 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
1905 /* Note that there's no such thing as a projected cube texture. */
1906 switch (resource_type
)
1908 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1913 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1917 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1918 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1919 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1920 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1923 FIXME("Unsupported 1D shadow grad function.\n");
1924 sample_function
->name
= "unsupported1DGrad";
1929 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1931 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1937 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1941 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1942 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1943 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1944 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1947 FIXME("Unsupported 1D grad function.\n");
1948 sample_function
->name
= "unsupported1DGrad";
1953 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1955 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1959 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1966 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1970 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1971 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1972 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1973 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1976 FIXME("Unsupported RECT shadow grad function.\n");
1977 sample_function
->name
= "unsupported2DRectGrad";
1982 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1989 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1993 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1994 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1995 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1996 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1999 FIXME("Unsupported 2D shadow grad function.\n");
2000 sample_function
->name
= "unsupported2DGrad";
2005 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2008 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2016 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2020 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2021 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2022 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2023 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2026 FIXME("Unsupported RECT grad function.\n");
2027 sample_function
->name
= "unsupported2DRectGrad";
2032 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2039 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2043 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2044 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2045 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2046 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2049 FIXME("Unsupported 2D grad function.\n");
2050 sample_function
->name
= "unsupported2DGrad";
2055 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2058 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2062 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2065 FIXME("Unsupported 3D shadow function.\n");
2066 sample_function
->name
= "unsupported3DShadow";
2067 sample_function
->coord_mask
= 0;
2073 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2077 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2078 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2079 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2080 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2083 FIXME("Unsupported 3D grad function.\n");
2084 sample_function
->name
= "unsupported3DGrad";
2089 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2091 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2095 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2098 FIXME("Unsupported Cube shadow function.\n");
2099 sample_function
->name
= "unsupportedCubeShadow";
2100 sample_function
->coord_mask
= 0;
2106 sample_function
->name
= "textureCubeLod";
2110 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2111 sample_function
->name
= "textureCubeGrad";
2112 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2113 sample_function
->name
= "textureCubeGradARB";
2116 FIXME("Unsupported Cube grad function.\n");
2117 sample_function
->name
= "unsupportedCubeGrad";
2122 sample_function
->name
= "textureCube";
2124 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2129 sample_function
->name
= "";
2130 sample_function
->coord_mask
= 0;
2131 FIXME("Unhandled resource type %#x.\n", resource_type
);
2136 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2137 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2139 switch(channel_source
)
2141 case CHANNEL_SOURCE_ZERO
:
2142 strcat(arguments
, "0.0");
2145 case CHANNEL_SOURCE_ONE
:
2146 strcat(arguments
, "1.0");
2149 case CHANNEL_SOURCE_X
:
2150 strcat(arguments
, reg_name
);
2151 strcat(arguments
, ".x");
2154 case CHANNEL_SOURCE_Y
:
2155 strcat(arguments
, reg_name
);
2156 strcat(arguments
, ".y");
2159 case CHANNEL_SOURCE_Z
:
2160 strcat(arguments
, reg_name
);
2161 strcat(arguments
, ".z");
2164 case CHANNEL_SOURCE_W
:
2165 strcat(arguments
, reg_name
);
2166 strcat(arguments
, ".w");
2170 FIXME("Unhandled channel source %#x\n", channel_source
);
2171 strcat(arguments
, "undefined");
2175 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2178 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2179 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2181 unsigned int mask_size
, remaining
;
2182 DWORD fixup_mask
= 0;
2183 char arguments
[256];
2186 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2187 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2188 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2189 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2190 if (!(mask
&= fixup_mask
))
2193 if (is_complex_fixup(fixup
))
2195 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2196 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2200 shader_glsl_write_mask_to_str(mask
, mask_str
);
2201 mask_size
= shader_glsl_get_write_mask_size(mask
);
2203 arguments
[0] = '\0';
2204 remaining
= mask_size
;
2205 if (mask
& WINED3DSP_WRITEMASK_0
)
2207 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2208 if (--remaining
) strcat(arguments
, ", ");
2210 if (mask
& WINED3DSP_WRITEMASK_1
)
2212 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2213 if (--remaining
) strcat(arguments
, ", ");
2215 if (mask
& WINED3DSP_WRITEMASK_2
)
2217 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2218 if (--remaining
) strcat(arguments
, ", ");
2220 if (mask
& WINED3DSP_WRITEMASK_3
)
2222 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2223 if (--remaining
) strcat(arguments
, ", ");
2227 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2229 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2232 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2237 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2238 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2241 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2242 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2243 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2245 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2246 char dst_swizzle
[6];
2247 struct color_fixup_desc fixup
;
2248 BOOL np2_fixup
= FALSE
;
2251 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2253 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2255 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2256 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2258 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2260 FIXME("Biased sampling from NP2 textures is unsupported\n");
2268 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2271 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2273 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2274 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2276 va_start(args
, coord_reg_fmt
);
2277 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2281 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2284 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2285 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2287 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2288 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2289 } else if(dx
&& dy
) {
2290 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2292 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2296 if(!is_identity_fixup(fixup
)) {
2297 shader_glsl_color_correction(ins
, fixup
);
2301 /*****************************************************************************
2302 * Begin processing individual instruction opcodes
2303 ****************************************************************************/
2305 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2307 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2308 struct glsl_src_param src0_param
;
2309 struct glsl_src_param src1_param
;
2313 /* Determine the GLSL operator to use based on the opcode */
2314 switch (ins
->handler_idx
)
2316 case WINED3DSIH_ADD
: op
= "+"; break;
2317 case WINED3DSIH_AND
: op
= "&"; break;
2318 case WINED3DSIH_DIV
: op
= "/"; break;
2319 case WINED3DSIH_IADD
: op
= "+"; break;
2320 case WINED3DSIH_ISHL
: op
= "<<"; break;
2321 case WINED3DSIH_MUL
: op
= "*"; break;
2322 case WINED3DSIH_OR
: op
= "|"; break;
2323 case WINED3DSIH_SUB
: op
= "-"; break;
2324 case WINED3DSIH_USHR
: op
= ">>"; break;
2325 case WINED3DSIH_XOR
: op
= "^"; break;
2327 op
= "<unhandled operator>";
2328 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2332 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2333 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2334 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2335 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2338 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2340 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2341 struct glsl_src_param src0_param
;
2342 struct glsl_src_param src1_param
;
2343 unsigned int mask_size
;
2347 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2348 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2349 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2350 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2354 switch (ins
->handler_idx
)
2356 case WINED3DSIH_EQ
: op
= "equal"; break;
2357 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2358 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2359 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2360 case WINED3DSIH_LT
: op
= "lessThan"; break;
2361 case WINED3DSIH_NE
: op
= "notEqual"; break;
2363 op
= "<unhandled operator>";
2364 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2368 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2369 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2373 switch (ins
->handler_idx
)
2375 case WINED3DSIH_EQ
: op
= "=="; break;
2376 case WINED3DSIH_GE
: op
= ">="; break;
2377 case WINED3DSIH_IGE
: op
= ">="; break;
2378 case WINED3DSIH_UGE
: op
= ">="; break;
2379 case WINED3DSIH_LT
: op
= "<"; break;
2380 case WINED3DSIH_NE
: op
= "!="; break;
2382 op
= "<unhandled operator>";
2383 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2387 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2388 src0_param
.param_str
, op
, src1_param
.param_str
);
2392 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2394 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2395 struct glsl_src_param src0_param
;
2396 struct glsl_src_param src1_param
;
2399 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2400 * not, we can emulate it. */
2401 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2402 FIXME("64-bit integer multiplies not implemented.\n");
2404 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2406 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2407 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2408 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2410 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2411 src0_param
.param_str
, src1_param
.param_str
);
2415 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2417 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2418 struct glsl_src_param src0_param
, src1_param
;
2421 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2424 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2428 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2429 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2430 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2431 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2432 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2434 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2435 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2436 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2437 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2439 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2440 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2444 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2445 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2446 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2447 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2450 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2452 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2453 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2454 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2455 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2459 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2460 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2462 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2463 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2464 struct glsl_src_param src0_param
;
2467 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2468 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2470 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2471 * shader versions WINED3DSIO_MOVA is used for this. */
2472 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2473 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2474 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2476 /* This is a simple floor() */
2477 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2478 if (mask_size
> 1) {
2479 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2481 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2484 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2486 /* We need to *round* to the nearest int here. */
2487 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2489 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2492 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2494 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2499 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2500 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2502 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2503 src0_param
.param_str
, src0_param
.param_str
);
2508 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2512 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2513 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2515 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2516 struct glsl_src_param src0_param
;
2517 struct glsl_src_param src1_param
;
2518 DWORD dst_write_mask
, src_write_mask
;
2519 unsigned int dst_size
= 0;
2521 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2522 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2524 /* dp3 works on vec3, dp4 on vec4 */
2525 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2527 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2529 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2532 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2533 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2536 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2538 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2542 /* Note that this instruction has some restrictions. The destination write mask
2543 * can't contain the w component, and the source swizzles have to be .xyzw */
2544 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2546 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2547 struct glsl_src_param src0_param
;
2548 struct glsl_src_param src1_param
;
2551 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2552 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2553 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2554 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2555 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2558 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2560 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2563 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2564 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2565 * GLSL uses the value as-is. */
2566 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2568 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2569 struct glsl_src_param src0_param
;
2570 struct glsl_src_param src1_param
;
2571 DWORD dst_write_mask
;
2572 unsigned int dst_size
;
2574 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2575 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2577 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2578 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2582 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2583 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2587 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2588 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2592 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2593 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2595 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2596 struct glsl_src_param src_param
;
2597 const char *instruction
;
2601 /* Determine the GLSL function to use based on the opcode */
2602 /* TODO: Possibly make this a table for faster lookups */
2603 switch (ins
->handler_idx
)
2605 case WINED3DSIH_MIN
: instruction
= "min"; break;
2606 case WINED3DSIH_MAX
: instruction
= "max"; break;
2607 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2608 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2609 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2610 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2611 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2612 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
2613 default: instruction
= "";
2614 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2618 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2620 shader_addline(buffer
, "%s(", instruction
);
2624 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2625 shader_addline(buffer
, "%s", src_param
.param_str
);
2626 for (i
= 1; i
< ins
->src_count
; ++i
)
2628 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2629 shader_addline(buffer
, ", %s", src_param
.param_str
);
2633 shader_addline(buffer
, "));\n");
2636 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2638 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2640 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2641 struct glsl_src_param src_param
;
2642 unsigned int mask_size
;
2646 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2647 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2648 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2650 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2651 src_param
.param_str
, src_param
.param_str
);
2652 shader_glsl_append_dst(buffer
, ins
);
2656 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2657 mask_size
, src_param
.param_str
);
2661 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2662 src_param
.param_str
);
2666 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
2668 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2669 struct glsl_src_param src0_param
;
2670 const char *prefix
, *suffix
;
2671 unsigned int dst_size
;
2672 DWORD dst_write_mask
;
2674 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2675 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2677 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
2679 switch (ins
->handler_idx
)
2681 case WINED3DSIH_EXP
:
2682 case WINED3DSIH_EXPP
:
2687 case WINED3DSIH_LOG
:
2688 case WINED3DSIH_LOGP
:
2689 prefix
= "log2(abs(";
2693 case WINED3DSIH_RCP
:
2698 case WINED3DSIH_RSQ
:
2699 prefix
= "inversesqrt(abs(";
2706 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2711 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
2713 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
2716 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2717 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2718 * dst.x = 2^(floor(src))
2719 * dst.y = src - floor(src)
2720 * dst.z = 2^src (partial precision is allowed, but optional)
2722 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2723 * dst = 2^src; (partial precision is allowed, but optional)
2725 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2727 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2729 struct glsl_src_param src_param
;
2732 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2734 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2735 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2736 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2737 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2739 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2740 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2741 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2745 shader_glsl_scalar_op(ins
);
2748 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2750 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2751 struct glsl_src_param src_param
;
2752 unsigned int mask_size
;
2755 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2756 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2757 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2760 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2762 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2765 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2767 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2768 struct glsl_src_param src_param
;
2769 unsigned int mask_size
;
2772 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2773 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2774 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2777 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2779 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2782 /** Process signed comparison opcodes in GLSL. */
2783 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2785 struct glsl_src_param src0_param
;
2786 struct glsl_src_param src1_param
;
2788 unsigned int mask_size
;
2790 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2791 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2792 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2793 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2795 if (mask_size
> 1) {
2796 const char *compare
;
2798 switch(ins
->handler_idx
)
2800 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2801 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2802 default: compare
= "";
2803 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2806 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2807 src0_param
.param_str
, src1_param
.param_str
);
2809 switch(ins
->handler_idx
)
2811 case WINED3DSIH_SLT
:
2812 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2813 * to return 0.0 but step returns 1.0 because step is not < x
2814 * An alternative is a bvec compare padded with an unused second component.
2815 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2816 * issue. Playing with not() is not possible either because not() does not accept
2819 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2820 src0_param
.param_str
, src1_param
.param_str
);
2822 case WINED3DSIH_SGE
:
2823 /* Here we can use the step() function and safe a conditional */
2824 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2827 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2833 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2835 const char *condition_prefix
, *condition_suffix
;
2836 struct wined3d_shader_dst_param dst
;
2837 struct glsl_src_param src0_param
;
2838 struct glsl_src_param src1_param
;
2839 struct glsl_src_param src2_param
;
2840 BOOL temp_destination
= FALSE
;
2841 DWORD cmp_channel
= 0;
2846 switch (ins
->handler_idx
)
2848 case WINED3DSIH_CMP
:
2849 condition_prefix
= "";
2850 condition_suffix
= " >= 0.0";
2853 case WINED3DSIH_CND
:
2854 condition_prefix
= "";
2855 condition_suffix
= " > 0.5";
2858 case WINED3DSIH_MOVC
:
2859 condition_prefix
= "bool(";
2860 condition_suffix
= ")";
2864 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2865 condition_prefix
= "<unhandled prefix>";
2866 condition_suffix
= "<unhandled suffix>";
2870 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2872 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2873 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2874 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2875 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2877 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2878 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2879 src1_param
.param_str
, src2_param
.param_str
);
2885 /* Splitting the instruction up in multiple lines imposes a problem:
2886 * The first lines may overwrite source parameters of the following lines.
2887 * Deal with that by using a temporary destination register if needed. */
2888 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2889 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2890 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2891 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2892 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2893 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2894 temp_destination
= TRUE
;
2896 /* Cycle through all source0 channels. */
2897 for (i
= 0; i
< 4; ++i
)
2900 /* Find the destination channels which use the current source0 channel. */
2901 for (j
= 0; j
< 4; ++j
)
2903 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2905 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2906 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2909 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2911 if (temp_destination
)
2913 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2915 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2917 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
2920 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2921 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2922 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2924 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2925 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2926 src1_param
.param_str
, src2_param
.param_str
);
2929 if (temp_destination
)
2931 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2932 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2933 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2937 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2938 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2939 * the compare is done per component of src0. */
2940 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2942 struct glsl_src_param src0_param
;
2943 struct glsl_src_param src1_param
;
2944 struct glsl_src_param src2_param
;
2946 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2947 ins
->ctx
->reg_maps
->shader_version
.minor
);
2949 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2951 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2952 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2953 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2954 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2956 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
2957 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2959 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2960 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2964 shader_glsl_conditional_move(ins
);
2967 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2968 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2970 struct glsl_src_param src0_param
;
2971 struct glsl_src_param src1_param
;
2972 struct glsl_src_param src2_param
;
2975 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2976 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2977 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2978 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2979 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2980 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2983 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2984 Vertex shaders to GLSL codes */
2985 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2988 int nComponents
= 0;
2989 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2990 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2991 struct wined3d_shader_instruction tmp_ins
;
2993 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2995 /* Set constants for the temporary argument */
2996 tmp_ins
.ctx
= ins
->ctx
;
2997 tmp_ins
.dst_count
= 1;
2998 tmp_ins
.dst
= &tmp_dst
;
2999 tmp_ins
.src_count
= 2;
3000 tmp_ins
.src
= tmp_src
;
3002 switch(ins
->handler_idx
)
3004 case WINED3DSIH_M4x4
:
3006 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3008 case WINED3DSIH_M4x3
:
3010 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3012 case WINED3DSIH_M3x4
:
3014 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3016 case WINED3DSIH_M3x3
:
3018 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3020 case WINED3DSIH_M3x2
:
3022 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3028 tmp_dst
= ins
->dst
[0];
3029 tmp_src
[0] = ins
->src
[0];
3030 tmp_src
[1] = ins
->src
[1];
3031 for (i
= 0; i
< nComponents
; ++i
)
3033 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3034 shader_glsl_dot(&tmp_ins
);
3035 ++tmp_src
[1].reg
.idx
[0].offset
;
3040 The LRP instruction performs a component-wise linear interpolation
3041 between the second and third operands using the first operand as the
3042 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3043 This is equivalent to mix(src2, src1, src0);
3045 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3047 struct glsl_src_param src0_param
;
3048 struct glsl_src_param src1_param
;
3049 struct glsl_src_param src2_param
;
3052 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3054 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3055 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3056 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3058 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3059 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3062 /** Process the WINED3DSIO_LIT instruction in GLSL:
3063 * dst.x = dst.w = 1.0
3064 * dst.y = (src0.x > 0) ? src0.x
3065 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3066 * where src.w is clamped at +- 128
3068 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3070 struct glsl_src_param src0_param
;
3071 struct glsl_src_param src1_param
;
3072 struct glsl_src_param src3_param
;
3075 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3076 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3078 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3079 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3080 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3082 /* The sdk specifies the instruction like this
3084 * if(src.x > 0.0) dst.y = src.x
3086 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3089 * (where power = src.w clamped between -128 and 128)
3091 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3092 * dst.x = 1.0 ... No further explanation needed
3093 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3094 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3095 * dst.w = 1.0. ... Nothing fancy.
3097 * So we still have one conditional in there. So do this:
3098 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3100 * 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),
3101 * 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.
3102 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3104 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3105 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3106 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3108 shader_addline(ins
->ctx
->buffer
,
3109 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3110 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3111 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3112 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3115 /** Process the WINED3DSIO_DST instruction in GLSL:
3117 * dst.y = src0.x * src0.y
3121 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3123 struct glsl_src_param src0y_param
;
3124 struct glsl_src_param src0z_param
;
3125 struct glsl_src_param src1y_param
;
3126 struct glsl_src_param src1w_param
;
3129 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3130 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3132 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3133 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3134 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3135 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3137 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3138 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3141 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3142 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3143 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3145 * dst.x = cos(src0.?)
3146 * dst.y = sin(src0.?)
3150 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3152 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3153 struct glsl_src_param src0_param
;
3156 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3158 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3160 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3163 case WINED3DSP_WRITEMASK_0
:
3164 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3167 case WINED3DSP_WRITEMASK_1
:
3168 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3171 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3172 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3173 src0_param
.param_str
, src0_param
.param_str
);
3177 ERR("Write mask should be .x, .y or .xy\n");
3184 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3187 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3191 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3192 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3193 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3195 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3196 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3197 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3199 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3200 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3204 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3205 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3206 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3209 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3211 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3212 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3213 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3217 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3218 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3219 * generate invalid code
3221 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3223 struct glsl_src_param src0_param
;
3226 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3227 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3229 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3232 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3233 * Start a for() loop where src1.y is the initial value of aL,
3234 * increment aL by src1.z for a total of src1.x iterations.
3235 * Need to use a temporary variable for this operation.
3237 /* FIXME: I don't think nested loops will work correctly this way. */
3238 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3240 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3241 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3242 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3243 const struct wined3d_shader_lconst
*constant
;
3244 struct glsl_src_param src1_param
;
3245 const DWORD
*control_values
= NULL
;
3247 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3249 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3251 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3252 * class hardware doesn't support real varying indexing, but Microsoft
3253 * designed this feature for Shader model 2.x+. If the loop control is
3254 * known at compile time, the GLSL compiler can unroll the loop, and
3255 * replace indirect addressing with direct addressing. */
3256 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3258 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3260 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3262 control_values
= constant
->value
;
3270 struct wined3d_shader_loop_control loop_control
;
3271 loop_control
.count
= control_values
[0];
3272 loop_control
.start
= control_values
[1];
3273 loop_control
.step
= (int)control_values
[2];
3275 if (loop_control
.step
> 0)
3277 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3278 loop_state
->current_depth
, loop_control
.start
,
3279 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3280 loop_state
->current_depth
, loop_control
.step
);
3282 else if (loop_control
.step
< 0)
3284 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3285 loop_state
->current_depth
, loop_control
.start
,
3286 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3287 loop_state
->current_depth
, loop_control
.step
);
3291 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3292 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3293 loop_state
->current_depth
, loop_control
.count
,
3294 loop_state
->current_depth
);
3299 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3300 loop_state
->current_depth
, loop_state
->current_reg
,
3301 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3302 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3305 ++loop_state
->current_reg
;
3309 shader_addline(buffer
, "for (;;)\n{\n");
3312 ++loop_state
->current_depth
;
3315 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3317 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3319 shader_addline(ins
->ctx
->buffer
, "}\n");
3321 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3323 --loop_state
->current_depth
;
3324 --loop_state
->current_reg
;
3327 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3329 --loop_state
->current_depth
;
3333 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3335 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3336 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3337 const struct wined3d_shader_lconst
*constant
;
3338 struct glsl_src_param src0_param
;
3339 const DWORD
*control_values
= NULL
;
3341 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3342 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3344 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3346 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3348 control_values
= constant
->value
;
3356 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3357 loop_state
->current_depth
, loop_state
->current_depth
,
3358 control_values
[0], loop_state
->current_depth
);
3362 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3363 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3364 loop_state
->current_depth
, loop_state
->current_depth
,
3365 src0_param
.param_str
, loop_state
->current_depth
);
3368 ++loop_state
->current_depth
;
3371 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3373 struct glsl_src_param src0_param
;
3375 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3376 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3379 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3381 struct glsl_src_param src0_param
;
3382 struct glsl_src_param src1_param
;
3384 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3385 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3387 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3388 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3391 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3393 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3396 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3398 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3401 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3403 shader_addline(ins
->ctx
->buffer
, "break;\n");
3406 /* FIXME: According to MSDN the compare is done per component. */
3407 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3409 struct glsl_src_param src0_param
;
3410 struct glsl_src_param src1_param
;
3412 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3413 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3415 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3416 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3419 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3421 struct glsl_src_param src_param
;
3423 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3424 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3427 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3429 shader_addline(ins
->ctx
->buffer
, "}\n");
3430 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3433 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3435 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3438 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3440 struct glsl_src_param src1_param
;
3442 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3443 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3444 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3447 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3449 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3450 * function only suppresses the unhandled instruction warning
3454 /*********************************************
3455 * Pixel Shader Specific Code begins here
3456 ********************************************/
3457 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3459 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3460 ins
->ctx
->reg_maps
->shader_version
.minor
);
3461 struct glsl_sample_function sample_function
;
3462 DWORD sample_flags
= 0;
3464 DWORD mask
= 0, swizzle
;
3465 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3467 /* 1.0-1.4: Use destination register as sampler source.
3468 * 2.0+: Use provided sampler source. */
3469 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3470 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3472 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3474 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3476 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3477 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3478 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3480 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3481 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3483 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3484 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3486 case WINED3D_TTFF_COUNT1
:
3487 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3489 case WINED3D_TTFF_COUNT2
:
3490 mask
= WINED3DSP_WRITEMASK_1
;
3492 case WINED3D_TTFF_COUNT3
:
3493 mask
= WINED3DSP_WRITEMASK_2
;
3495 case WINED3D_TTFF_COUNT4
:
3496 case WINED3D_TTFF_DISABLE
:
3497 mask
= WINED3DSP_WRITEMASK_3
;
3502 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3504 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3506 if (src_mod
== WINED3DSPSM_DZ
) {
3507 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3508 mask
= WINED3DSP_WRITEMASK_2
;
3509 } else if (src_mod
== WINED3DSPSM_DW
) {
3510 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3511 mask
= WINED3DSP_WRITEMASK_3
;
3516 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3517 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3519 /* ps 2.0 texldp instruction always divides by the fourth component. */
3520 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3521 mask
= WINED3DSP_WRITEMASK_3
;
3525 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
3526 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3528 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
3529 mask
|= sample_function
.coord_mask
;
3531 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3532 else swizzle
= ins
->src
[1].swizzle
;
3534 /* 1.0-1.3: Use destination register as coordinate source.
3535 1.4+: Use provided coordinate source register. */
3536 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3539 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3540 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3541 "T%u%s", resource_idx
, coord_mask
);
3545 struct glsl_src_param coord_param
;
3546 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3547 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3549 struct glsl_src_param bias
;
3550 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3551 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3552 "%s", coord_param
.param_str
);
3554 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3555 "%s", coord_param
.param_str
);
3560 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3562 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3563 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3564 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3565 struct glsl_sample_function sample_function
;
3567 DWORD swizzle
= ins
->src
[1].swizzle
;
3568 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3570 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3572 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3573 shader_glsl_tex(ins
);
3577 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3578 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3579 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3581 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3582 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3583 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3584 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3586 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3587 "%s", coord_param
.param_str
);
3590 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3592 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3593 struct glsl_src_param coord_param
, lod_param
;
3594 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3595 struct glsl_sample_function sample_function
;
3597 DWORD swizzle
= ins
->src
[1].swizzle
;
3598 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3600 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3601 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3602 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3603 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3605 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3606 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3608 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3610 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3611 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3613 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3614 * However, the NVIDIA drivers allow them in fragment shaders as well,
3615 * even without the appropriate extension. */
3616 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3618 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3619 "%s", coord_param
.param_str
);
3622 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
3623 unsigned int resource_idx
, unsigned int sampler_idx
)
3625 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
3628 for (i
= 0; i
< sampler_map
->count
; ++i
)
3630 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
3631 return entries
[i
].bind_idx
;
3634 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
3639 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
3641 struct glsl_sample_function sample_function
;
3642 struct glsl_src_param coord_param
;
3643 unsigned int sampler_idx
;
3645 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
3646 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3647 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
3648 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
3649 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3650 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
3653 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3655 /* FIXME: Make this work for more than just 2D textures */
3656 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3657 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3659 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3663 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3664 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3665 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3669 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3670 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3671 char dst_swizzle
[6];
3673 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3675 if (src_mod
== WINED3DSPSM_DZ
)
3677 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3678 struct glsl_src_param div_param
;
3680 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3682 if (mask_size
> 1) {
3683 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3685 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3688 else if (src_mod
== WINED3DSPSM_DW
)
3690 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3691 struct glsl_src_param div_param
;
3693 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3695 if (mask_size
> 1) {
3696 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3698 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3701 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3706 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3707 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3708 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3709 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3711 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3712 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3713 struct glsl_sample_function sample_function
;
3714 struct glsl_src_param src0_param
;
3717 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3719 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3720 * scalar, and projected sampling would require 4.
3722 * It is a dependent read - not valid with conditional NP2 textures
3724 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3725 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3730 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3731 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3735 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3736 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3740 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3741 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3745 FIXME("Unexpected mask size %u\n", mask_size
);
3750 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3751 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3752 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3754 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3755 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3756 struct glsl_src_param src0_param
;
3758 unsigned int mask_size
;
3760 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3761 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3762 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3764 if (mask_size
> 1) {
3765 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3767 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3771 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3772 * Calculate the depth as dst.x / dst.y */
3773 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3775 struct glsl_dst_param dst_param
;
3777 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3779 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3780 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3781 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3782 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3785 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3786 dst_param
.reg_name
, dst_param
.reg_name
);
3789 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3790 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3791 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3792 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3794 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3796 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3797 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3798 struct glsl_src_param src0_param
;
3800 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3802 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3803 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3806 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3807 * Calculate the 1st of a 2-row matrix multiplication. */
3808 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3810 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3811 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3812 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3813 struct glsl_src_param src0_param
;
3815 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3816 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3819 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3820 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3821 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3823 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3824 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3825 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3826 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3827 struct glsl_src_param src0_param
;
3829 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3830 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3831 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3834 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3836 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3837 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3838 struct glsl_sample_function sample_function
;
3839 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3840 struct glsl_src_param src0_param
;
3842 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3843 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3845 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3847 /* Sample the texture using the calculated coordinates */
3848 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3851 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3852 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3853 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3855 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3856 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3857 struct glsl_sample_function sample_function
;
3858 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3859 struct glsl_src_param src0_param
;
3861 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3862 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3864 /* Dependent read, not valid with conditional NP2 */
3865 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3867 /* Sample the texture using the calculated coordinates */
3868 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3870 tex_mx
->current_row
= 0;
3873 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3874 * Perform the 3rd row of a 3x3 matrix multiply */
3875 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3877 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3878 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3879 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3880 struct glsl_src_param src0_param
;
3883 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3885 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3886 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3887 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3889 tex_mx
->current_row
= 0;
3892 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3893 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3894 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3896 struct glsl_src_param src0_param
;
3897 struct glsl_src_param src1_param
;
3898 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3899 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3900 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3901 struct glsl_sample_function sample_function
;
3902 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3905 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3906 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3908 /* Perform the last matrix multiply operation */
3909 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3910 /* Reflection calculation */
3911 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3913 /* Dependent read, not valid with conditional NP2 */
3914 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3915 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3917 /* Sample the texture */
3918 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3919 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3921 tex_mx
->current_row
= 0;
3924 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3925 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3926 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3928 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3929 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3930 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3931 struct glsl_sample_function sample_function
;
3932 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3933 struct glsl_src_param src0_param
;
3936 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3938 /* Perform the last matrix multiply operation */
3939 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3941 /* Construct the eye-ray vector from w coordinates */
3942 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3943 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3944 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3946 /* Dependent read, not valid with conditional NP2 */
3947 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3948 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3950 /* Sample the texture using the calculated coordinates */
3951 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3952 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3954 tex_mx
->current_row
= 0;
3957 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3958 * Apply a fake bump map transform.
3959 * texbem is pshader <= 1.3 only, this saves a few version checks
3961 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3963 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3964 struct glsl_sample_function sample_function
;
3965 struct glsl_src_param coord_param
;
3971 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3972 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3973 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3975 /* Dependent read, not valid with conditional NP2 */
3976 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3977 mask
= sample_function
.coord_mask
;
3979 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3981 /* With projected textures, texbem only divides the static texture coord,
3982 * not the displacement, so we can't let GL handle this. */
3983 if (flags
& WINED3D_PSARGS_PROJECTED
)
3986 char coord_div_mask
[3];
3987 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3989 case WINED3D_TTFF_COUNT1
:
3990 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3992 case WINED3D_TTFF_COUNT2
:
3993 div_mask
= WINED3DSP_WRITEMASK_1
;
3995 case WINED3D_TTFF_COUNT3
:
3996 div_mask
= WINED3DSP_WRITEMASK_2
;
3998 case WINED3D_TTFF_COUNT4
:
3999 case WINED3D_TTFF_DISABLE
:
4000 div_mask
= WINED3DSP_WRITEMASK_3
;
4003 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4004 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4007 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4009 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4010 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4011 coord_param
.param_str
, coord_mask
);
4013 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4015 struct glsl_src_param luminance_param
;
4016 struct glsl_dst_param dst_param
;
4018 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4019 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4021 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4022 dst_param
.reg_name
, dst_param
.mask_str
,
4023 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4027 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4029 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4030 struct glsl_src_param src0_param
, src1_param
;
4032 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4033 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4035 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4036 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4037 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4040 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4041 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4042 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4044 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4045 struct glsl_sample_function sample_function
;
4046 struct glsl_src_param src0_param
;
4048 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4050 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4051 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4052 "%s.wx", src0_param
.reg_name
);
4055 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4056 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4057 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4059 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4060 struct glsl_sample_function sample_function
;
4061 struct glsl_src_param src0_param
;
4063 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4065 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4066 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4067 "%s.yz", src0_param
.reg_name
);
4070 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4071 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4072 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4074 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4075 struct glsl_sample_function sample_function
;
4076 struct glsl_src_param src0_param
;
4078 /* Dependent read, not valid with conditional NP2 */
4079 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4080 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4082 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4083 "%s", src0_param
.param_str
);
4086 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4087 * If any of the first 3 components are < 0, discard this pixel */
4088 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4090 struct glsl_dst_param dst_param
;
4092 /* The argument is a destination parameter, and no writemasks are allowed */
4093 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4094 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4096 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4097 FIXME("SM4 discard not implemented.\n");
4098 /* 2.0 shaders compare all 4 components in texkill */
4099 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4101 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4102 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4103 * 4 components are defined, only the first 3 are used
4105 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4109 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4110 * dst = dot2(src0, src1) + src2 */
4111 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4113 struct glsl_src_param src0_param
;
4114 struct glsl_src_param src1_param
;
4115 struct glsl_src_param src2_param
;
4117 unsigned int mask_size
;
4119 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4120 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4122 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4123 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4124 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4126 if (mask_size
> 1) {
4127 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4128 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4130 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4131 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4135 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4136 const struct wined3d_shader_signature_element
*input_signature
,
4137 const struct wined3d_shader_reg_maps
*reg_maps
,
4138 enum vertexprocessing_mode vertexprocessing
)
4140 WORD map
= reg_maps
->input_registers
;
4143 for (i
= 0; map
; map
>>= 1, ++i
)
4145 const char *semantic_name
;
4150 if (!(map
& 1)) continue;
4152 semantic_name
= input_signature
[i
].semantic_name
;
4153 semantic_idx
= input_signature
[i
].semantic_idx
;
4154 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4156 if (vertexprocessing
== vertexshader
)
4158 if (!strcmp(semantic_name
, "SV_POSITION") && !semantic_idx
)
4159 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4160 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4162 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4163 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, shader
->u
.ps
.input_reg_map
[i
], reg_mask
);
4165 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4167 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4168 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4169 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4171 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4172 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4174 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4177 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4178 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4179 else if (semantic_idx
== 1)
4180 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4181 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4183 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4184 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4188 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4189 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4194 /*********************************************
4195 * Vertex Shader Specific Code begins here
4196 ********************************************/
4198 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4200 struct glsl_program_key key
;
4202 key
.vs_id
= entry
->vs
.id
;
4203 key
.gs_id
= entry
->gs
.id
;
4204 key
.ps_id
= entry
->ps
.id
;
4206 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4208 ERR("Failed to insert program entry.\n");
4212 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4213 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4215 struct wine_rb_entry
*entry
;
4216 struct glsl_program_key key
;
4222 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4223 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4226 /* Context activation is done by the caller. */
4227 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4228 struct glsl_shader_prog_link
*entry
)
4230 struct glsl_program_key key
;
4232 key
.vs_id
= entry
->vs
.id
;
4233 key
.gs_id
= entry
->gs
.id
;
4234 key
.ps_id
= entry
->ps
.id
;
4235 wine_rb_remove(&priv
->program_lookup
, &key
);
4237 GL_EXTCALL(glDeleteProgram(entry
->id
));
4239 list_remove(&entry
->vs
.shader_entry
);
4241 list_remove(&entry
->gs
.shader_entry
);
4243 list_remove(&entry
->ps
.shader_entry
);
4244 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4245 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4246 HeapFree(GetProcessHeap(), 0, entry
);
4249 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4250 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4251 const struct wined3d_shader_signature_element
*input_signature
,
4252 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4253 const struct wined3d_shader_signature_element
*output_signature
,
4254 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4257 const char *semantic_name_in
;
4258 UINT semantic_idx_in
;
4261 unsigned int in_count
= vec4_varyings(3, gl_info
);
4263 char destination
[50];
4264 WORD input_map
, output_map
;
4266 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4268 input_map
= reg_maps_in
->input_registers
;
4269 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4271 if (!(input_map
& 1)) continue;
4274 /* Declared, but not read register */
4275 if (in_idx
== ~0U) continue;
4276 if (in_idx
>= (in_count
+ 2))
4278 FIXME("More input varyings declared than supported, expect issues.\n");
4282 if (in_idx
== in_count
)
4283 sprintf(destination
, "gl_FrontColor");
4284 else if (in_idx
== in_count
+ 1)
4285 sprintf(destination
, "gl_FrontSecondaryColor");
4287 sprintf(destination
, "ps_link[%u]", in_idx
);
4289 semantic_name_in
= input_signature
[i
].semantic_name
;
4290 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4293 output_map
= reg_maps_out
->output_registers
;
4294 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4298 if (!(output_map
& 1)
4299 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4300 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4301 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4305 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4307 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4308 destination
, reg_mask
, j
, reg_mask
);
4312 for (i
= 0; i
< in_count
+ 2; ++i
)
4316 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4319 if (set
[i
] == ~0U) set
[i
] = 0;
4322 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4323 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4324 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4325 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4326 reg_mask
[size
] = '\0';
4329 sprintf(destination
, "gl_FrontColor");
4330 else if (i
== in_count
+ 1)
4331 sprintf(destination
, "gl_FrontSecondaryColor");
4333 sprintf(destination
, "ps_link[%u]", i
);
4335 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4336 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4339 HeapFree(GetProcessHeap(), 0, set
);
4342 /* Context activation is done by the caller. */
4343 static GLuint
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4344 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4345 const struct wined3d_gl_info
*gl_info
)
4348 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4350 const char *semantic_name
;
4353 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4354 WORD map
= vs
->reg_maps
.output_registers
;
4356 shader_buffer_clear(buffer
);
4358 shader_addline(buffer
, "#version 120\n");
4362 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4364 for (i
= 0; map
; map
>>= 1, ++i
)
4368 if (!(map
& 1)) continue;
4370 semantic_name
= output_signature
[i
].semantic_name
;
4371 semantic_idx
= output_signature
[i
].semantic_idx
;
4372 write_mask
= output_signature
[i
].mask
;
4373 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4375 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4378 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4379 reg_mask
, i
, reg_mask
);
4380 else if (semantic_idx
== 1)
4381 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4382 reg_mask
, i
, reg_mask
);
4384 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4386 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4387 reg_mask
, i
, reg_mask
);
4389 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4391 if (semantic_idx
< 8)
4393 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4394 write_mask
|= WINED3DSP_WRITEMASK_3
;
4396 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4397 semantic_idx
, reg_mask
, i
, reg_mask
);
4398 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4399 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4402 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4404 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4406 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4408 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4411 shader_addline(buffer
, "}\n");
4415 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4416 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4417 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4418 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4420 /* First, sort out position and point size. Those are not passed to the pixel shader */
4421 for (i
= 0; map
; map
>>= 1, ++i
)
4423 if (!(map
& 1)) continue;
4425 semantic_name
= output_signature
[i
].semantic_name
;
4426 semantic_idx
= output_signature
[i
].semantic_idx
;
4427 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4429 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4431 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4432 reg_mask
, i
, reg_mask
);
4434 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4436 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4440 /* Then, fix the pixel shader input */
4441 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4442 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4444 shader_addline(buffer
, "}\n");
4447 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4448 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4449 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4454 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4456 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4457 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4458 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4459 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4460 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4461 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4464 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4468 case WINED3D_FFP_PS_FOG_OFF
:
4471 case WINED3D_FFP_PS_FOG_LINEAR
:
4472 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4475 case WINED3D_FFP_PS_FOG_EXP
:
4476 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4477 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4480 case WINED3D_FFP_PS_FOG_EXP2
:
4481 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4482 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4486 ERR("Invalid fog mode %#x.\n", mode
);
4490 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4493 /* Context activation is done by the caller. */
4494 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4495 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4496 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4498 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4500 const DWORD
*function
= shader
->function
;
4501 struct shader_glsl_ctx_priv priv_ctx
;
4503 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4504 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
4506 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4507 priv_ctx
.cur_ps_args
= args
;
4508 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4510 shader_addline(buffer
, "#version 120\n");
4512 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4513 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4514 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4515 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4516 /* The spec says that it doesn't have to be explicitly enabled, but the
4517 * nvidia drivers write a warning if we don't do so. */
4518 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4519 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4520 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4521 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4522 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4523 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4525 /* Base Declarations */
4526 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4528 /* Pack 3.0 inputs */
4529 if (reg_maps
->shader_version
.major
>= 3)
4530 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4532 /* Base Shader Body */
4533 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4535 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4536 if (reg_maps
->shader_version
.major
< 2)
4538 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4539 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4542 if (args
->srgb_correction
)
4543 shader_glsl_generate_srgb_write_correction(buffer
);
4545 /* SM < 3 does not replace the fog stage. */
4546 if (reg_maps
->shader_version
.major
< 3)
4547 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4549 shader_addline(buffer
, "}\n");
4551 TRACE("Compiling shader object %u.\n", shader_id
);
4552 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4557 /* Context activation is done by the caller. */
4558 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4559 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4560 const struct vs_compile_args
*args
)
4562 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4563 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4564 const DWORD
*function
= shader
->function
;
4565 struct shader_glsl_ctx_priv priv_ctx
;
4567 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4568 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4570 shader_addline(buffer
, "#version 120\n");
4572 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4573 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4574 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4575 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4576 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4577 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4579 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4580 priv_ctx
.cur_vs_args
= args
;
4582 /* Base Declarations */
4583 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4585 /* Base Shader Body */
4586 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4588 /* Unpack outputs */
4589 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4591 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4592 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4593 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4594 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4596 if (args
->fog_src
== VS_FOG_Z
)
4597 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4598 else if (!reg_maps
->fog
)
4599 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4601 /* We always store the clipplanes without y inversion */
4602 if (args
->clip_enabled
)
4603 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4605 /* Write the final position.
4607 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4608 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4609 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4610 * contains 1.0 to allow a mad.
4612 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4613 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4615 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4617 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4618 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4619 * which is the same as z = z * 2 - w.
4621 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4623 shader_addline(buffer
, "}\n");
4625 TRACE("Compiling shader object %u.\n", shader_id
);
4626 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4631 /* Context activation is done by the caller. */
4632 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4633 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4635 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4636 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4637 const DWORD
*function
= shader
->function
;
4638 struct shader_glsl_ctx_priv priv_ctx
;
4641 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
4643 shader_addline(buffer
, "#version 120\n");
4645 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4646 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4647 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4648 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4649 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4650 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4651 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4652 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4654 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4655 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4656 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4657 shader_addline(buffer
, "}\n");
4659 TRACE("Compiling shader object %u.\n", shader_id
);
4660 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4665 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
4666 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4667 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4669 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4670 struct glsl_shader_private
*shader_data
;
4671 struct ps_np2fixup_info
*np2fixup
;
4676 if (!shader
->backend_data
)
4678 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4679 if (!shader
->backend_data
)
4681 ERR("Failed to allocate backend data.\n");
4685 shader_data
= shader
->backend_data
;
4686 gl_shaders
= shader_data
->gl_shaders
.ps
;
4688 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4689 * so a linear search is more performant than a hashmap or a binary search
4690 * (cache coherency etc)
4692 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4694 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4696 if (args
->np2_fixup
)
4697 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4698 return gl_shaders
[i
].id
;
4702 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4703 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4704 if (shader_data
->num_gl_shaders
)
4706 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4707 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4708 new_size
* sizeof(*gl_shaders
));
4712 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4717 ERR("Out of memory\n");
4720 shader_data
->gl_shaders
.ps
= new_array
;
4721 shader_data
->shader_array_size
= new_size
;
4722 gl_shaders
= new_array
;
4725 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4727 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4728 memset(np2fixup
, 0, sizeof(*np2fixup
));
4729 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4731 pixelshader_update_resource_types(shader
, args
->tex_types
);
4733 shader_buffer_clear(buffer
);
4734 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4735 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4740 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4741 const DWORD use_map
) {
4742 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4743 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4744 return stored
->fog_src
== new->fog_src
;
4747 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
4748 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4749 const struct vs_compile_args
*args
)
4753 DWORD use_map
= context
->stream_info
.use_map
;
4754 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4755 struct glsl_shader_private
*shader_data
;
4758 if (!shader
->backend_data
)
4760 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4761 if (!shader
->backend_data
)
4763 ERR("Failed to allocate backend data.\n");
4767 shader_data
= shader
->backend_data
;
4768 gl_shaders
= shader_data
->gl_shaders
.vs
;
4770 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4771 * so a linear search is more performant than a hashmap or a binary search
4772 * (cache coherency etc)
4774 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4776 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4777 return gl_shaders
[i
].id
;
4780 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4782 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4783 if (shader_data
->num_gl_shaders
)
4785 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4786 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4787 new_size
* sizeof(*gl_shaders
));
4791 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4796 ERR("Out of memory\n");
4799 shader_data
->gl_shaders
.vs
= new_array
;
4800 shader_data
->shader_array_size
= new_size
;
4801 gl_shaders
= new_array
;
4804 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4806 shader_buffer_clear(buffer
);
4807 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4808 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4813 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4814 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4816 struct glsl_gs_compiled_shader
*gl_shaders
;
4817 struct glsl_shader_private
*shader_data
;
4820 if (!shader
->backend_data
)
4822 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4824 ERR("Failed to allocate backend data.\n");
4828 shader_data
= shader
->backend_data
;
4829 gl_shaders
= shader_data
->gl_shaders
.gs
;
4831 if (shader_data
->num_gl_shaders
)
4832 return gl_shaders
[0].id
;
4834 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4836 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4838 ERR("Failed to allocate GL shader array.\n");
4841 shader_data
->shader_array_size
= 1;
4842 gl_shaders
= shader_data
->gl_shaders
.gs
;
4844 shader_buffer_clear(buffer
);
4845 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4846 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4851 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4855 case WINED3D_MCS_MATERIAL
:
4857 case WINED3D_MCS_COLOR1
:
4859 case WINED3D_MCS_COLOR2
:
4860 return "gl_SecondaryColor";
4862 ERR("Invalid material color source %#x.\n", mcs
);
4867 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4868 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4870 const char *diffuse
, *specular
, *emission
, *ambient
;
4871 enum wined3d_light_type light_type
;
4874 if (!settings
->lighting
)
4876 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4877 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4881 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4882 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4883 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4884 shader_addline(buffer
, "vec3 dir, dst;\n");
4885 shader_addline(buffer
, "float att, t;\n");
4887 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4888 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4889 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4890 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4892 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4894 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4897 case WINED3D_LIGHT_POINT
:
4898 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4899 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4900 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4901 shader_addline(buffer
, "dst.x = 1.0;\n");
4902 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4903 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4904 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4905 if (!settings
->normal
)
4907 shader_addline(buffer
, "dir = normalize(dir);\n");
4908 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4909 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4910 if (settings
->localviewer
)
4911 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4913 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4914 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4915 " * gl_LightSource[%u].specular) / att;\n", i
);
4918 case WINED3D_LIGHT_SPOT
:
4919 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4920 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4921 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4922 shader_addline(buffer
, "dst.x = 1.0;\n");
4923 shader_addline(buffer
, "dir = normalize(dir);\n");
4924 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4925 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4926 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4927 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4928 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4930 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4931 if (!settings
->normal
)
4933 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4934 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4935 if (settings
->localviewer
)
4936 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4938 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4939 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4940 " * gl_LightSource[%u].specular) * att;\n", i
);
4943 case WINED3D_LIGHT_DIRECTIONAL
:
4944 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4945 if (!settings
->normal
)
4947 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4948 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
4949 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
4950 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4951 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4952 " * gl_LightSource[%u].specular;\n", i
);
4957 FIXME("Unhandled light type %#x.\n", light_type
);
4962 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4963 ambient
, diffuse
, emission
);
4964 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4965 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4968 /* Context activation is done by the caller. */
4969 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4970 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4975 shader_buffer_clear(buffer
);
4977 shader_addline(buffer
, "#version 120\n");
4978 shader_addline(buffer
, "\n");
4979 shader_addline(buffer
, "void main()\n{\n");
4980 shader_addline(buffer
, "float m;\n");
4981 shader_addline(buffer
, "vec3 r;\n");
4983 if (settings
->transformed
)
4985 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
4986 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4987 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
4991 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4992 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4993 if (settings
->clipping
)
4994 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4995 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4998 if (!settings
->normal
)
4999 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5000 else if (settings
->normalize
)
5001 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
5003 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
5005 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5007 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5009 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5011 case WINED3DTSS_TCI_PASSTHRU
:
5012 if (settings
->texcoords
& (1 << i
))
5013 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
5017 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5018 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5021 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5022 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
5025 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5026 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5027 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5030 case WINED3DTSS_TCI_SPHEREMAP
:
5031 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5032 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5033 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5034 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5038 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5043 switch (settings
->fog_mode
)
5045 case WINED3D_FFP_VS_FOG_OFF
:
5048 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5049 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5052 case WINED3D_FFP_VS_FOG_RANGE
:
5053 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5056 case WINED3D_FFP_VS_FOG_DEPTH
:
5057 if (settings
->ortho_fog
)
5058 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5059 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5060 else if (settings
->transformed
)
5061 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5063 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5067 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5071 if (settings
->point_size
)
5073 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5074 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5075 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5076 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5079 shader_addline(buffer
, "}\n");
5081 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5082 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5087 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5088 DWORD argnum
, unsigned int stage
, DWORD arg
)
5092 if (arg
== ARG_UNUSED
)
5093 return "<unused arg>";
5095 switch (arg
& WINED3DTA_SELECTMASK
)
5097 case WINED3DTA_DIFFUSE
:
5101 case WINED3DTA_CURRENT
:
5108 case WINED3DTA_TEXTURE
:
5111 case 0: ret
= "tex0"; break;
5112 case 1: ret
= "tex1"; break;
5113 case 2: ret
= "tex2"; break;
5114 case 3: ret
= "tex3"; break;
5115 case 4: ret
= "tex4"; break;
5116 case 5: ret
= "tex5"; break;
5117 case 6: ret
= "tex6"; break;
5118 case 7: ret
= "tex7"; break;
5120 ret
= "<invalid texture>";
5125 case WINED3DTA_TFACTOR
:
5129 case WINED3DTA_SPECULAR
:
5130 ret
= "gl_SecondaryColor";
5133 case WINED3DTA_TEMP
:
5137 case WINED3DTA_CONSTANT
:
5140 case 0: ret
= "tss_const0"; break;
5141 case 1: ret
= "tss_const1"; break;
5142 case 2: ret
= "tss_const2"; break;
5143 case 3: ret
= "tss_const3"; break;
5144 case 4: ret
= "tss_const4"; break;
5145 case 5: ret
= "tss_const5"; break;
5146 case 6: ret
= "tss_const6"; break;
5147 case 7: ret
= "tss_const7"; break;
5149 ret
= "<invalid constant>";
5155 return "<unhandled arg>";
5158 if (arg
& WINED3DTA_COMPLEMENT
)
5160 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5163 else if (argnum
== 1)
5165 else if (argnum
== 2)
5169 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5171 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5174 else if (argnum
== 1)
5176 else if (argnum
== 2)
5183 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5184 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5186 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5196 dstreg
= "temp_reg";
5200 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5201 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5202 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5206 case WINED3D_TOP_DISABLE
:
5208 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5211 case WINED3D_TOP_SELECT_ARG1
:
5212 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5215 case WINED3D_TOP_SELECT_ARG2
:
5216 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5219 case WINED3D_TOP_MODULATE
:
5220 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5223 case WINED3D_TOP_MODULATE_4X
:
5224 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5225 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5228 case WINED3D_TOP_MODULATE_2X
:
5229 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5230 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5233 case WINED3D_TOP_ADD
:
5234 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5235 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5238 case WINED3D_TOP_ADD_SIGNED
:
5239 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5240 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5243 case WINED3D_TOP_ADD_SIGNED_2X
:
5244 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5245 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5248 case WINED3D_TOP_SUBTRACT
:
5249 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5250 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5253 case WINED3D_TOP_ADD_SMOOTH
:
5254 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5255 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5258 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5259 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5260 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5261 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5264 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5265 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5266 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5267 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5270 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5271 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5272 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5273 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5276 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5277 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5278 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5279 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5282 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5283 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5284 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5285 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5288 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5289 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5290 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5293 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5294 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5295 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5298 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5299 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5300 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5302 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5303 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5304 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5307 case WINED3D_TOP_BUMPENVMAP
:
5308 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5309 /* These are handled in the first pass, nothing to do. */
5312 case WINED3D_TOP_DOTPRODUCT3
:
5313 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5314 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5317 case WINED3D_TOP_MULTIPLY_ADD
:
5318 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5319 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5322 case WINED3D_TOP_LERP
:
5323 /* MSDN isn't quite right here. */
5324 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5325 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5329 FIXME("Unhandled operation %#x.\n", op
);
5334 /* Context activation is done by the caller. */
5335 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5336 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5338 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5339 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5340 const char *final_combiner_src
= "ret";
5341 UINT lowest_disabled_stage
;
5343 DWORD arg0
, arg1
, arg2
;
5346 shader_buffer_clear(buffer
);
5348 /* Find out which textures are read */
5349 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5351 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5354 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5355 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5356 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5358 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5359 tex_map
|= 1 << stage
;
5360 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5361 tfactor_used
= TRUE
;
5362 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5363 tempreg_used
= TRUE
;
5364 if (settings
->op
[stage
].dst
== tempreg
)
5365 tempreg_used
= TRUE
;
5366 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5367 tss_const_map
|= 1 << stage
;
5369 switch (settings
->op
[stage
].cop
)
5371 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5372 lum_map
|= 1 << stage
;
5374 case WINED3D_TOP_BUMPENVMAP
:
5375 bump_map
|= 1 << stage
;
5377 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5378 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5379 tex_map
|= 1 << stage
;
5382 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5383 tfactor_used
= TRUE
;
5390 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5393 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5394 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5395 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5397 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5398 tex_map
|= 1 << stage
;
5399 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5400 tfactor_used
= TRUE
;
5401 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5402 tempreg_used
= TRUE
;
5403 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5404 tss_const_map
|= 1 << stage
;
5406 lowest_disabled_stage
= stage
;
5408 shader_addline(buffer
, "#version 120\n");
5410 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5411 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5413 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5414 shader_addline(buffer
, "vec4 ret;\n");
5415 if (tempreg_used
|| settings
->sRGB_write
)
5416 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
5417 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5419 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5421 if (tss_const_map
& (1 << stage
))
5422 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5424 if (!(tex_map
& (1 << stage
)))
5427 switch (settings
->op
[stage
].tex_type
)
5430 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5433 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5436 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5439 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5442 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5445 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5449 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5451 if (!(bump_map
& (1 << stage
)))
5453 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5455 if (!(lum_map
& (1 << stage
)))
5457 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5458 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5461 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5462 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5464 if (settings
->sRGB_write
)
5466 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5467 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5468 shader_addline(buffer
, ";\n");
5469 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5470 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5471 shader_addline(buffer
, ";\n");
5474 shader_addline(buffer
, "void main()\n{\n");
5476 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5477 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5479 /* Generate texture sampling instructions) */
5480 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5482 const char *texture_function
, *coord_mask
;
5483 char tex_reg_name
[8];
5486 if (!(tex_map
& (1 << stage
)))
5489 if (settings
->op
[stage
].projected
== proj_none
)
5493 else if (settings
->op
[stage
].projected
== proj_count4
5494 || settings
->op
[stage
].projected
== proj_count3
)
5500 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5504 switch (settings
->op
[stage
].tex_type
)
5509 texture_function
= "texture1DProj";
5514 texture_function
= "texture1D";
5521 texture_function
= "texture2DProj";
5526 texture_function
= "texture2D";
5533 texture_function
= "texture3DProj";
5534 coord_mask
= "xyzw";
5538 texture_function
= "texture3D";
5543 texture_function
= "textureCube";
5549 texture_function
= "texture2DRectProj";
5554 texture_function
= "texture2DRect";
5559 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5560 texture_function
= "";
5561 coord_mask
= "xyzw";
5566 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5567 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5569 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5571 /* With projective textures, texbem only divides the static
5572 * texture coord, not the displacement, so multiply the
5573 * displacement with the dividing parameter before passing it to
5575 if (settings
->op
[stage
].projected
!= proj_none
)
5577 if (settings
->op
[stage
].projected
== proj_count4
)
5579 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5581 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5585 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5587 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5592 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5595 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5596 stage
, texture_function
, stage
, coord_mask
);
5598 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5599 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5600 stage
, stage
- 1, stage
- 1, stage
- 1);
5602 else if (settings
->op
[stage
].projected
== proj_count3
)
5604 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5605 stage
, texture_function
, stage
, stage
);
5609 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5610 stage
, texture_function
, stage
, stage
, coord_mask
);
5613 sprintf(tex_reg_name
, "tex%u", stage
);
5614 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5615 settings
->op
[stage
].color_fixup
);
5618 /* Generate the main shader */
5619 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5623 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5626 final_combiner_src
= "gl_Color";
5630 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5631 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5632 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5633 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5634 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5635 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5636 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5637 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5638 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5639 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5640 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5641 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5643 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5644 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5645 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5646 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5648 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5650 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5651 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5652 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5654 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5658 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5659 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5660 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5664 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5665 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5666 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5667 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5668 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5669 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5673 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5675 if (settings
->sRGB_write
)
5676 shader_glsl_generate_srgb_write_correction(buffer
);
5678 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5680 shader_addline(buffer
, "}\n");
5682 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5683 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5687 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5688 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5690 struct glsl_ffp_vertex_shader
*shader
;
5691 const struct wine_rb_entry
*entry
;
5693 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5694 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5696 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5699 shader
->desc
.settings
= *settings
;
5700 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5701 list_init(&shader
->linked_programs
);
5702 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5703 ERR("Failed to insert ffp vertex shader.\n");
5708 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5709 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5711 struct glsl_ffp_fragment_shader
*glsl_desc
;
5712 const struct ffp_frag_desc
*desc
;
5714 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5715 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5717 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5720 glsl_desc
->entry
.settings
= *args
;
5721 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5722 list_init(&glsl_desc
->linked_programs
);
5723 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5729 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5730 GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5735 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5736 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
5737 for (i
= 0; i
< vs_c_count
; ++i
)
5739 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5740 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5742 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5743 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
5745 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5747 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5748 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5751 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5753 snprintf(name
, sizeof(name
), "vs_b[%u]", i
);
5754 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5757 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
5760 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5761 GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5766 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5767 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
5768 for (i
= 0; i
< ps_c_count
; ++i
)
5770 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5771 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5773 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5774 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
5776 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5778 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5779 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5782 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5784 snprintf(name
, sizeof(name
), "ps_b[%u]", i
);
5785 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5788 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5790 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5791 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5792 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5793 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5794 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5795 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5796 snprintf(name
, sizeof(name
), "tss_const%u", i
);
5797 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
));
5800 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
5801 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
5802 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
5803 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
5806 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
, GLuint program_id
,
5807 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
5809 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5814 for (i
= 0; i
< count
; ++i
)
5816 if (!reg_maps
->cb_sizes
[i
])
5819 snprintf(name
, sizeof(name
), "block_%s_cb%u", prefix
, i
);
5820 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
));
5821 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
5823 checkGLcall("glUniformBlockBinding");
5826 /* Context activation is done by the caller. */
5827 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5828 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5830 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5831 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5832 struct glsl_shader_prog_link
*entry
= NULL
;
5833 struct wined3d_shader
*vshader
= NULL
;
5834 struct wined3d_shader
*gshader
= NULL
;
5835 struct wined3d_shader
*pshader
= NULL
;
5836 GLuint program_id
= 0;
5837 GLuint reorder_shader_id
= 0;
5842 struct list
*ps_list
, *vs_list
;
5844 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5846 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5847 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5851 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5852 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5854 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5855 && ctx_data
->glsl_program
->gs
.id
)
5856 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5858 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5861 else if (use_vs(state
))
5863 struct vs_compile_args vs_compile_args
;
5864 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5866 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
5867 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5868 vs_list
= &vshader
->linked_programs
;
5870 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
5871 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5873 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5875 struct glsl_ffp_vertex_shader
*ffp_shader
;
5876 struct wined3d_ffp_vs_settings settings
;
5878 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
5879 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5880 vs_id
= ffp_shader
->id
;
5881 vs_list
= &ffp_shader
->linked_programs
;
5884 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
5886 ps_id
= ctx_data
->glsl_program
->ps
.id
;
5887 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
5890 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5892 else if (use_ps(state
))
5894 struct ps_compile_args ps_compile_args
;
5895 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5896 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
5897 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5898 pshader
, &ps_compile_args
, &np2fixup_info
);
5899 ps_list
= &pshader
->linked_programs
;
5901 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5903 struct glsl_ffp_fragment_shader
*ffp_shader
;
5904 struct ffp_frag_settings settings
;
5906 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5907 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5908 ps_id
= ffp_shader
->id
;
5909 ps_list
= &ffp_shader
->linked_programs
;
5912 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5914 ctx_data
->glsl_program
= entry
;
5918 /* If we get to this point, then no matching program exists, so we create one */
5919 program_id
= GL_EXTCALL(glCreateProgram());
5920 TRACE("Created new GLSL shader program %u.\n", program_id
);
5922 /* Create the entry */
5923 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5924 entry
->id
= program_id
;
5925 entry
->vs
.id
= vs_id
;
5926 entry
->gs
.id
= gs_id
;
5927 entry
->ps
.id
= ps_id
;
5928 entry
->constant_version
= 0;
5929 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5930 /* Add the hash table entry */
5931 add_glsl_program_entry(priv
, entry
);
5933 /* Set the current program */
5934 ctx_data
->glsl_program
= entry
;
5936 /* Attach GLSL vshader */
5939 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
5940 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
5941 checkGLcall("glAttachShader");
5943 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5948 WORD map
= vshader
->reg_maps
.input_registers
;
5951 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5952 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
5953 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
5954 checkGLcall("glAttachShader");
5955 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5958 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
5960 /* Bind vertex attributes to a corresponding index number to match
5961 * the same index numbers as ARB_vertex_programs (makes loading
5962 * vertex attributes simpler). With this method, we can use the
5963 * exact same code to load the attributes later for both ARB and
5966 * We have to do this here because we need to know the Program ID
5967 * in order to make the bindings work, and it has to be done prior
5968 * to linking the GLSL program. */
5969 for (i
= 0; map
; map
>>= 1, ++i
)
5971 if (!(map
& 1)) continue;
5973 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5974 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
));
5976 checkGLcall("glBindAttribLocation");
5981 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
5982 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
5983 checkGLcall("glAttachShader");
5985 TRACE("input type %s, output type %s, vertices out %u.\n",
5986 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5987 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5988 gshader
->u
.gs
.vertices_out
);
5989 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5990 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5991 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5992 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5993 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5994 gshader
->u
.gs
.vertices_out
));
5995 checkGLcall("glProgramParameteriARB");
5997 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6000 /* Attach GLSL pshader */
6003 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6004 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6005 checkGLcall("glAttachShader");
6007 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6010 /* Link the program */
6011 TRACE("Linking GLSL shader program %u.\n", program_id
);
6012 GL_EXTCALL(glLinkProgram(program_id
));
6013 shader_glsl_validate_link(gl_info
, program_id
);
6015 shader_glsl_init_vs_uniform_locations(gl_info
, program_id
, &entry
->vs
,
6016 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6017 shader_glsl_init_ps_uniform_locations(gl_info
, program_id
, &entry
->ps
,
6018 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6019 checkGLcall("Find glsl program uniform locations");
6021 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6022 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6024 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6025 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6029 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6032 /* Set the shader to allow uniform loading on it */
6033 GL_EXTCALL(glUseProgram(program_id
));
6034 checkGLcall("glUseProgram");
6036 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6037 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6038 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6039 * vertex shader with fixed function pixel processing is used we make sure that the card
6040 * supports enough samplers to allow the max number of vertex samplers with all possible
6041 * fixed function fragment processing setups. So once the program is linked these samplers
6043 shader_glsl_load_samplers(gl_info
, context
->tex_unit_map
, program_id
);
6045 entry
->constant_update_mask
= 0;
6048 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6049 if (vshader
->reg_maps
.integer_constants
)
6050 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6051 if (vshader
->reg_maps
.boolean_constants
)
6052 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6053 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6055 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &vshader
->reg_maps
,
6056 0, gl_info
->limits
.vertex_uniform_blocks
);
6060 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &gshader
->reg_maps
,
6061 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6067 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6068 if (pshader
->reg_maps
.integer_constants
)
6069 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6070 if (pshader
->reg_maps
.boolean_constants
)
6071 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6072 if (entry
->ps
.ycorrection_location
!= -1)
6073 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6075 shader_glsl_init_uniform_block_bindings(gl_info
, program_id
, &pshader
->reg_maps
,
6076 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6077 gl_info
->limits
.fragment_uniform_blocks
);
6081 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6084 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6086 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6088 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6093 if (entry
->ps
.np2_fixup_location
!= -1)
6094 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6098 /* Context activation is done by the caller. */
6099 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6102 GLuint vshader_id
, pshader_id
;
6103 const char *blt_pshader
;
6105 static const char blt_vshader
[] =
6109 " gl_Position = gl_Vertex;\n"
6110 " gl_FrontColor = vec4(1.0);\n"
6111 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6114 static const char * const blt_pshaders_full
[tex_type_count
] =
6120 "uniform sampler2D sampler;\n"
6123 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6129 "uniform samplerCube sampler;\n"
6132 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6136 "#extension GL_ARB_texture_rectangle : enable\n"
6137 "uniform sampler2DRect sampler;\n"
6140 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6144 static const char * const blt_pshaders_masked
[tex_type_count
] =
6150 "uniform sampler2D sampler;\n"
6151 "uniform vec4 mask;\n"
6154 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6155 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6161 "uniform samplerCube sampler;\n"
6162 "uniform vec4 mask;\n"
6165 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6166 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6170 "#extension GL_ARB_texture_rectangle : enable\n"
6171 "uniform sampler2DRect sampler;\n"
6172 "uniform vec4 mask;\n"
6175 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6176 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6180 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6183 FIXME("tex_type %#x not supported\n", tex_type
);
6187 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6188 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6190 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6191 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6193 program_id
= GL_EXTCALL(glCreateProgram());
6194 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6195 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6196 GL_EXTCALL(glLinkProgram(program_id
));
6198 shader_glsl_validate_link(gl_info
, program_id
);
6200 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6203 GL_EXTCALL(glDeleteShader(vshader_id
));
6204 GL_EXTCALL(glDeleteShader(pshader_id
));
6208 /* Context activation is done by the caller. */
6209 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6210 const struct wined3d_state
*state
)
6212 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6213 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6214 struct shader_glsl_priv
*priv
= shader_priv
;
6215 GLuint program_id
= 0, prev_id
= 0;
6216 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6218 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6219 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6221 if (ctx_data
->glsl_program
)
6223 prev_id
= ctx_data
->glsl_program
->id
;
6224 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6229 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6232 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6234 if (ctx_data
->glsl_program
)
6236 program_id
= ctx_data
->glsl_program
->id
;
6237 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6242 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6245 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6247 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6249 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6250 checkGLcall("glClampColorARB");
6254 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6258 TRACE("Using GLSL program %u.\n", program_id
);
6260 if (prev_id
!= program_id
)
6262 GL_EXTCALL(glUseProgram(program_id
));
6263 checkGLcall("glUseProgram");
6266 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6270 /* "context" is not necessarily the currently active context. */
6271 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6273 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6275 ctx_data
->glsl_program
= NULL
;
6276 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6277 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6278 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6281 /* Context activation is done by the caller. */
6282 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6284 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6285 struct shader_glsl_priv
*priv
= shader_priv
;
6287 shader_glsl_invalidate_current_program(context
);
6288 GL_EXTCALL(glUseProgram(0));
6289 checkGLcall("glUseProgram");
6291 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6292 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6294 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6296 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6297 checkGLcall("glClampColorARB");
6301 /* Context activation is done by the caller. */
6302 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6303 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6305 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6306 struct shader_glsl_priv
*priv
= shader_priv
;
6307 GLuint
*blt_program
;
6310 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6313 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6314 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
6315 GL_EXTCALL(glUseProgram(*blt_program
));
6316 GL_EXTCALL(glUniform1i(loc
, 0));
6320 GL_EXTCALL(glUseProgram(*blt_program
));
6325 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
6326 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6330 /* Context activation is done by the caller. */
6331 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6333 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6336 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
6337 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6339 GL_EXTCALL(glUseProgram(program_id
));
6340 checkGLcall("glUseProgram");
6343 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6344 const struct glsl_shader_prog_link
*program
)
6346 const struct glsl_context_data
*ctx_data
;
6347 struct wined3d_context
*context
;
6350 for (i
= 0; i
< device
->context_count
; ++i
)
6352 context
= device
->contexts
[i
];
6353 ctx_data
= context
->shader_backend_data
;
6355 if (ctx_data
->glsl_program
== program
)
6356 shader_glsl_invalidate_current_program(context
);
6360 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6362 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6363 struct wined3d_device
*device
= shader
->device
;
6364 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6365 const struct wined3d_gl_info
*gl_info
;
6366 const struct list
*linked_programs
;
6367 struct wined3d_context
*context
;
6369 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6371 HeapFree(GetProcessHeap(), 0, shader_data
);
6372 shader
->backend_data
= NULL
;
6376 context
= context_acquire(device
, NULL
);
6377 gl_info
= context
->gl_info
;
6379 TRACE("Deleting linked programs.\n");
6380 linked_programs
= &shader
->linked_programs
;
6381 if (linked_programs
->next
)
6383 struct glsl_shader_prog_link
*entry
, *entry2
;
6386 switch (shader
->reg_maps
.shader_version
.type
)
6388 case WINED3D_SHADER_TYPE_PIXEL
:
6390 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6392 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6394 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
6395 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6396 checkGLcall("glDeleteShader");
6398 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6400 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6401 struct glsl_shader_prog_link
, ps
.shader_entry
)
6403 shader_glsl_invalidate_contexts_program(device
, entry
);
6404 delete_glsl_program_entry(priv
, gl_info
, entry
);
6410 case WINED3D_SHADER_TYPE_VERTEX
:
6412 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6414 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6416 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
6417 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6418 checkGLcall("glDeleteShader");
6420 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6422 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6423 struct glsl_shader_prog_link
, vs
.shader_entry
)
6425 shader_glsl_invalidate_contexts_program(device
, entry
);
6426 delete_glsl_program_entry(priv
, gl_info
, entry
);
6432 case WINED3D_SHADER_TYPE_GEOMETRY
:
6434 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6436 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6438 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6439 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6440 checkGLcall("glDeleteShader");
6442 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6444 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6445 struct glsl_shader_prog_link
, gs
.shader_entry
)
6447 shader_glsl_invalidate_contexts_program(device
, entry
);
6448 delete_glsl_program_entry(priv
, gl_info
, entry
);
6455 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6460 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6461 shader
->backend_data
= NULL
;
6463 context_release(context
);
6466 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6468 const struct glsl_program_key
*k
= key
;
6469 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6470 const struct glsl_shader_prog_link
, program_lookup_entry
);
6472 if (k
->vs_id
> prog
->vs
.id
) return 1;
6473 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6475 if (k
->gs_id
> prog
->gs
.id
) return 1;
6476 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6478 if (k
->ps_id
> prog
->ps
.id
) return 1;
6479 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6484 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6486 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6487 + constant_count
* sizeof(*heap
->contained
)
6488 + constant_count
* sizeof(*heap
->positions
);
6489 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6493 ERR("Failed to allocate memory\n");
6497 heap
->entries
= mem
;
6498 heap
->entries
[1].version
= 0;
6499 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6500 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6501 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6507 static void constant_heap_free(struct constant_heap
*heap
)
6509 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6512 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6517 glsl_program_key_compare
,
6520 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6521 const struct fragment_pipeline
*fragment_pipe
)
6523 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6524 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6525 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6526 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6527 struct fragment_caps fragment_caps
;
6528 void *vertex_priv
, *fragment_priv
;
6530 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6532 ERR("Failed to initialize vertex pipe.\n");
6533 HeapFree(GetProcessHeap(), 0, priv
);
6537 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6539 ERR("Failed to initialize fragment pipe.\n");
6540 vertex_pipe
->vp_free(device
);
6541 HeapFree(GetProcessHeap(), 0, priv
);
6545 if (!shader_buffer_init(&priv
->shader_buffer
))
6547 ERR("Failed to initialize shader buffer.\n");
6551 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6554 ERR("Failed to allocate memory.\n");
6558 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6560 ERR("Failed to initialize vertex shader constant heap\n");
6564 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6566 ERR("Failed to initialize pixel shader constant heap\n");
6570 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6572 ERR("Failed to initialize rbtree.\n");
6576 priv
->next_constant_version
= 1;
6577 priv
->vertex_pipe
= vertex_pipe
;
6578 priv
->fragment_pipe
= fragment_pipe
;
6579 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6580 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6582 device
->vertex_priv
= vertex_priv
;
6583 device
->fragment_priv
= fragment_priv
;
6584 device
->shader_priv
= priv
;
6589 constant_heap_free(&priv
->pconst_heap
);
6590 constant_heap_free(&priv
->vconst_heap
);
6591 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6592 shader_buffer_free(&priv
->shader_buffer
);
6593 fragment_pipe
->free_private(device
);
6594 vertex_pipe
->vp_free(device
);
6595 HeapFree(GetProcessHeap(), 0, priv
);
6596 return E_OUTOFMEMORY
;
6599 /* Context activation is done by the caller. */
6600 static void shader_glsl_free(struct wined3d_device
*device
)
6602 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6603 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6606 for (i
= 0; i
< tex_type_count
; ++i
)
6608 if (priv
->depth_blt_program_full
[i
])
6610 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
6612 if (priv
->depth_blt_program_masked
[i
])
6614 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
6618 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6619 constant_heap_free(&priv
->pconst_heap
);
6620 constant_heap_free(&priv
->vconst_heap
);
6621 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6622 shader_buffer_free(&priv
->shader_buffer
);
6623 priv
->fragment_pipe
->free_private(device
);
6624 priv
->vertex_pipe
->vp_free(device
);
6626 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6627 device
->shader_priv
= NULL
;
6630 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6632 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6633 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6636 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6638 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6641 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6645 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6646 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6647 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
6648 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
6650 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6651 * texldd and texldl instructions. */
6652 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6656 TRACE("Shader model %u.\n", shader_model
);
6658 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6659 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6660 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6662 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6663 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6665 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6666 * Direct3D minimum requirement.
6668 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6669 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6671 * The problem is that the refrast clamps temporary results in the shader to
6672 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6673 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6674 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6675 * offer a way to query this.
6677 if (shader_model
>= 4)
6678 caps
->ps_1x_max_value
= FLT_MAX
;
6680 caps
->ps_1x_max_value
= 1024.0f
;
6682 /* Ideally we'd only set caps like sRGB writes here if supported by both
6683 * the shader backend and the fragment pipe, but we can get called before
6684 * shader_glsl_alloc(). */
6685 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6686 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6689 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6691 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6693 TRACE("Checking support for fixup:\n");
6694 dump_color_fixup_desc(fixup
);
6697 /* We support everything except YUV conversions. */
6698 if (!is_complex_fixup(fixup
))
6704 TRACE("[FAILED]\n");
6708 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6710 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6711 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6712 /* WINED3DSIH_AND */ shader_glsl_binop
,
6713 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6714 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6715 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6716 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6717 /* WINED3DSIH_CALL */ shader_glsl_call
,
6718 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6719 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6720 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6721 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6722 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6723 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6724 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6725 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6726 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6727 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6728 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6729 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6730 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6731 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6732 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
6733 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6734 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6735 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6736 /* WINED3DSIH_DST */ shader_glsl_dst
,
6737 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6738 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6739 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6740 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6741 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6742 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6743 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6744 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6745 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
6746 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6747 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6748 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6749 /* WINED3DSIH_GE */ shader_glsl_relop
,
6750 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6751 /* WINED3DSIH_IEQ */ NULL
,
6752 /* WINED3DSIH_IF */ shader_glsl_if
,
6753 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6754 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6755 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6756 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
6757 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6758 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6759 /* WINED3DSIH_LD */ NULL
,
6760 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6761 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
6762 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
6763 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6764 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6765 /* WINED3DSIH_LT */ shader_glsl_relop
,
6766 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6767 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6768 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6769 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6770 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6771 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6772 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6773 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6774 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6775 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6776 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6777 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6778 /* WINED3DSIH_NE */ shader_glsl_relop
,
6779 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6780 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6781 /* WINED3DSIH_OR */ shader_glsl_binop
,
6782 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6783 /* WINED3DSIH_POW */ shader_glsl_pow
,
6784 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
6785 /* WINED3DSIH_REP */ shader_glsl_rep
,
6786 /* WINED3DSIH_RET */ shader_glsl_ret
,
6787 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6788 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
6789 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
6790 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6791 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6792 /* WINED3DSIH_SETP */ NULL
,
6793 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6794 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6795 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6796 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6797 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
6798 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6799 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6800 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6801 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6802 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6803 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6804 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6805 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6806 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6807 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6808 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6809 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6810 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6811 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6812 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6813 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6814 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6815 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6816 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6817 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6818 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6819 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6820 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6821 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6822 /* WINED3DSIH_UGE */ shader_glsl_relop
,
6823 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6824 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6825 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6828 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6829 SHADER_HANDLER hw_fct
;
6831 /* Select handler */
6832 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6834 /* Unhandled opcode */
6837 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6842 shader_glsl_add_instruction_modifiers(ins
);
6845 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6847 struct shader_glsl_priv
*priv
= shader_priv
;
6849 return priv
->ffp_proj_control
;
6852 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6854 shader_glsl_handle_instruction
,
6856 shader_glsl_disable
,
6857 shader_glsl_select_depth_blt
,
6858 shader_glsl_deselect_depth_blt
,
6859 shader_glsl_update_float_vertex_constants
,
6860 shader_glsl_update_float_pixel_constants
,
6861 shader_glsl_load_constants
,
6862 shader_glsl_destroy
,
6865 shader_glsl_allocate_context_data
,
6866 shader_glsl_free_context_data
,
6867 shader_glsl_get_caps
,
6868 shader_glsl_color_fixup_supported
,
6869 shader_glsl_has_ffp_proj_control
,
6872 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6875 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6877 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6878 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6881 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6883 caps
->xyzrhw
= TRUE
;
6884 caps
->max_active_lights
= gl_info
->limits
.lights
;
6885 caps
->max_vertex_blend_matrices
= 1;
6886 caps
->max_vertex_blend_matrix_index
= 0;
6887 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6888 | WINED3DVTXPCAPS_MATERIALSOURCE7
6889 | WINED3DVTXPCAPS_VERTEXFOG
6890 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6891 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6892 | WINED3DVTXPCAPS_LOCALVIEWER
6893 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6894 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6895 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6896 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6899 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6901 struct shader_glsl_priv
*priv
;
6903 if (shader_backend
== &glsl_shader_backend
)
6907 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6909 ERR("Failed to initialize rbtree.\n");
6916 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6921 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6923 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6924 struct glsl_ffp_vertex_shader
, desc
.entry
);
6925 struct glsl_shader_prog_link
*program
, *program2
;
6926 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6928 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6929 struct glsl_shader_prog_link
, vs
.shader_entry
)
6931 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6933 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
6934 HeapFree(GetProcessHeap(), 0, shader
);
6937 /* Context activation is done by the caller. */
6938 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6940 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6941 struct glsl_ffp_destroy_ctx ctx
;
6944 ctx
.gl_info
= &device
->adapter
->gl_info
;
6945 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6948 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6949 const struct wined3d_state
*state
, DWORD state_id
)
6951 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6954 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
6955 const struct wined3d_state
*state
, DWORD state_id
)
6957 /* Table fog behavior depends on the projection matrix. */
6958 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
6959 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
6960 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6961 transform_projection(context
, state
, state_id
);
6964 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6966 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6968 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6971 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6972 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6973 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6974 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6979 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6980 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6981 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6982 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6983 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6984 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6985 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6986 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6987 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6988 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6989 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6990 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6991 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6992 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6993 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6994 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6995 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6996 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6997 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6998 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6999 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
7000 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
7001 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
7002 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
7004 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7005 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
7006 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
7007 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
7008 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
7009 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
7010 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
7011 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
7012 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
7014 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
7015 /* Transform states */
7016 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
7017 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7018 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7019 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7020 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7021 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7022 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7023 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7024 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7025 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7026 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
7027 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7028 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7029 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7030 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7031 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7032 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7033 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7034 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
7035 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7036 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7037 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7038 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7039 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7040 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7041 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7042 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7044 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7045 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7046 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7047 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7048 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7049 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7050 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7051 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
7052 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7053 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7054 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7055 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7056 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7057 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7058 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7059 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7060 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7061 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7062 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7063 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7064 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7065 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7066 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7067 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7068 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7069 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7070 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7071 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7072 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7073 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7074 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7075 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7076 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7077 * handler in that case to get the vertex part of sampler() skipped (VTF
7078 * is handled in the misc states). Otherwise, register
7079 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7080 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7081 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7082 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7083 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7084 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7085 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7086 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7087 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7088 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7089 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7090 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7091 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7092 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7093 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7094 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7095 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7096 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7097 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7098 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7099 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7100 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7101 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7102 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7103 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7104 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7105 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7109 * - This currently depends on GL fixed function functions to set things
7110 * like light parameters. Ideally we'd use regular uniforms for that.
7111 * - In part because of the previous point, much of this is modelled after
7112 * GL fixed function, and has much of the same limitations. For example,
7113 * D3D spot lights are slightly different from GL spot lights.
7114 * - We can now implement drawing transformed vertices using the GLSL pipe,
7115 * instead of using the immediate mode fallback.
7116 * - Similarly, we don't need the fallback for certain combinations of
7117 * material sources anymore.
7118 * - Implement vertex blending and vertex tweening.
7119 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7120 * attribute arrays in load_tex_coords().
7121 * - Per-vertex point sizes. */
7122 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7124 glsl_vertex_pipe_vp_enable
,
7125 glsl_vertex_pipe_vp_get_caps
,
7126 glsl_vertex_pipe_vp_alloc
,
7127 glsl_vertex_pipe_vp_free
,
7128 glsl_vertex_pipe_vp_states
,
7131 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7133 /* Nothing to do. */
7136 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7138 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7139 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7140 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7141 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7142 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7143 | WINED3DTEXOPCAPS_SELECTARG1
7144 | WINED3DTEXOPCAPS_SELECTARG2
7145 | WINED3DTEXOPCAPS_MODULATE4X
7146 | WINED3DTEXOPCAPS_MODULATE2X
7147 | WINED3DTEXOPCAPS_MODULATE
7148 | WINED3DTEXOPCAPS_ADDSIGNED2X
7149 | WINED3DTEXOPCAPS_ADDSIGNED
7150 | WINED3DTEXOPCAPS_ADD
7151 | WINED3DTEXOPCAPS_SUBTRACT
7152 | WINED3DTEXOPCAPS_ADDSMOOTH
7153 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7154 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7155 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7156 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7157 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7158 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7159 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7160 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7161 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7162 | WINED3DTEXOPCAPS_DOTPRODUCT3
7163 | WINED3DTEXOPCAPS_MULTIPLYADD
7164 | WINED3DTEXOPCAPS_LERP
7165 | WINED3DTEXOPCAPS_BUMPENVMAP
7166 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7167 caps
->MaxTextureBlendStages
= 8;
7168 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7171 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7173 struct shader_glsl_priv
*priv
;
7175 if (shader_backend
== &glsl_shader_backend
)
7179 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7181 ERR("Failed to initialize rbtree.\n");
7188 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7193 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7195 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7196 struct glsl_ffp_fragment_shader
, entry
.entry
);
7197 struct glsl_shader_prog_link
*program
, *program2
;
7198 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7200 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7201 struct glsl_shader_prog_link
, ps
.shader_entry
)
7203 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7205 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7206 HeapFree(GetProcessHeap(), 0, shader
);
7209 /* Context activation is done by the caller. */
7210 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7212 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7213 struct glsl_ffp_destroy_ctx ctx
;
7216 ctx
.gl_info
= &device
->adapter
->gl_info
;
7217 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7220 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7221 const struct wined3d_state
*state
, DWORD state_id
)
7223 context
->last_was_pshader
= use_ps(state
);
7225 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7228 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7229 const struct wined3d_state
*state
, DWORD state_id
)
7231 BOOL use_vshader
= use_vs(state
);
7232 enum fogsource new_source
;
7233 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7234 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7236 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7238 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7241 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7244 new_source
= FOGSOURCE_VS
;
7245 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7246 new_source
= FOGSOURCE_COORD
;
7248 new_source
= FOGSOURCE_FFP
;
7252 new_source
= FOGSOURCE_FFP
;
7255 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7257 context
->fog_source
= new_source
;
7258 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7262 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7263 const struct wined3d_state
*state
, DWORD state_id
)
7265 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7268 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7269 const struct wined3d_state
*state
, DWORD state_id
)
7271 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7274 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7276 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7280 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7283 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7284 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7285 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7286 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7287 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7288 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7289 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7290 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7291 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7292 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7293 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7294 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7295 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7296 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7297 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7298 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7299 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7300 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7301 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7302 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7303 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7304 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7305 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7306 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7307 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7308 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7309 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7310 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7311 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7312 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7313 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7314 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7315 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7316 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7317 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7318 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7319 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7320 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7321 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7322 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7323 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7324 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7325 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7326 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7327 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7328 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7329 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7330 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7331 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7332 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7333 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7334 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7335 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7336 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7337 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7338 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7339 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7340 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7341 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7342 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7343 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7344 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7345 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7346 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7347 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7348 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7349 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7350 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7351 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7352 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7353 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7354 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7355 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7356 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7357 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7358 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7359 {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
},
7360 {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
},
7361 {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
},
7362 {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
},
7363 {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
},
7364 {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
},
7365 {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
},
7366 {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
},
7367 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7368 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7369 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7370 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7371 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7372 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7373 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7374 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7375 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7376 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7379 const struct fragment_pipeline glsl_fragment_pipe
=
7381 glsl_fragment_pipe_enable
,
7382 glsl_fragment_pipe_get_caps
,
7383 glsl_fragment_pipe_alloc
,
7384 glsl_fragment_pipe_free
,
7385 shader_glsl_color_fixup_supported
,
7386 glsl_fragment_pipe_state_template
,