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"
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 struct glsl_sample_function
70 HEAP_NODE_TRAVERSE_LEFT
,
71 HEAP_NODE_TRAVERSE_RIGHT
,
83 struct constant_entry
*entries
;
84 unsigned int *positions
;
88 /* GLSL shader private data */
89 struct shader_glsl_priv
{
90 struct wined3d_shader_buffer shader_buffer
;
91 struct wine_rb_tree program_lookup
;
92 struct glsl_shader_prog_link
*glsl_program
;
93 struct constant_heap vconst_heap
;
94 struct constant_heap pconst_heap
;
96 GLhandleARB depth_blt_program_full
[tex_type_count
];
97 GLhandleARB depth_blt_program_masked
[tex_type_count
];
98 UINT next_constant_version
;
100 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
101 const struct fragment_pipeline
*fragment_pipe
;
102 struct wine_rb_tree ffp_vertex_shaders
;
103 struct wine_rb_tree ffp_fragment_shaders
;
104 BOOL ffp_proj_control
;
107 struct glsl_vs_program
109 struct list shader_entry
;
111 GLenum vertex_color_clamp
;
112 GLint
*uniform_f_locations
;
113 GLint uniform_i_locations
[MAX_CONST_I
];
114 GLint pos_fixup_location
;
117 struct glsl_gs_program
119 struct list shader_entry
;
123 struct glsl_ps_program
125 struct list shader_entry
;
127 GLint
*uniform_f_locations
;
128 GLint uniform_i_locations
[MAX_CONST_I
];
129 GLint bumpenv_mat_location
[MAX_TEXTURES
];
130 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
131 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
132 GLint tex_factor_location
;
133 GLint specular_enable_location
;
134 GLint ycorrection_location
;
135 GLint np2_fixup_location
;
136 const struct ps_np2fixup_info
*np2_fixup_info
;
139 /* Struct to maintain data about a linked GLSL program */
140 struct glsl_shader_prog_link
142 struct wine_rb_entry program_lookup_entry
;
143 struct glsl_vs_program vs
;
144 struct glsl_gs_program gs
;
145 struct glsl_ps_program ps
;
146 GLhandleARB programId
;
147 UINT constant_version
;
150 struct glsl_program_key
157 struct shader_glsl_ctx_priv
{
158 const struct vs_compile_args
*cur_vs_args
;
159 const struct ps_compile_args
*cur_ps_args
;
160 struct ps_np2fixup_info
*cur_np2fixup_info
;
163 struct glsl_ps_compiled_shader
165 struct ps_compile_args args
;
166 struct ps_np2fixup_info np2fixup
;
170 struct glsl_vs_compiled_shader
172 struct vs_compile_args args
;
176 struct glsl_gs_compiled_shader
181 struct glsl_shader_private
185 struct glsl_vs_compiled_shader
*vs
;
186 struct glsl_gs_compiled_shader
*gs
;
187 struct glsl_ps_compiled_shader
*ps
;
189 UINT num_gl_shaders
, shader_array_size
;
192 struct glsl_ffp_vertex_shader
194 struct wined3d_ffp_vs_desc desc
;
196 struct list linked_programs
;
199 struct glsl_ffp_fragment_shader
201 struct ffp_frag_desc entry
;
203 struct list linked_programs
;
206 struct glsl_ffp_destroy_ctx
208 struct shader_glsl_priv
*priv
;
209 const struct wined3d_gl_info
*gl_info
;
212 static const char *debug_gl_shader_type(GLenum type
)
216 #define WINED3D_TO_STR(u) case u: return #u
217 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
218 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
219 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
220 #undef WINED3D_TO_STR
222 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
226 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
230 case WINED3D_SHADER_TYPE_VERTEX
:
233 case WINED3D_SHADER_TYPE_GEOMETRY
:
236 case WINED3D_SHADER_TYPE_PIXEL
:
240 FIXME("Unhandled shader type %#x.\n", type
);
245 /* Extract a line from the info log.
246 * Note that this modifies the source string. */
247 static char *get_info_log_line(char **ptr
)
252 if (!(q
= strstr(p
, "\n")))
254 if (!*p
) return NULL
;
264 /* Context activation is done by the caller. */
265 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
267 int infologLength
= 0;
270 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
273 GL_EXTCALL(glGetObjectParameterivARB(obj
,
274 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
277 /* A size of 1 is just a null-terminated string, so the log should be bigger than
278 * that if there are errors. */
279 if (infologLength
> 1)
283 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
284 /* The info log is supposed to be zero-terminated, but at least some
285 * versions of fglrx don't terminate the string properly. The reported
286 * length does include the terminator, so explicitly set it to zero
288 infoLog
[infologLength
- 1] = 0;
289 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
292 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
294 WARN("Info log received from GLSL shader #%u:\n", obj
);
295 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
299 FIXME("Info log received from GLSL shader #%u:\n", obj
);
300 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
302 HeapFree(GetProcessHeap(), 0, infoLog
);
306 /* Context activation is done by the caller. */
307 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
309 TRACE("Compiling shader object %u.\n", shader
);
310 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
311 checkGLcall("glShaderSourceARB");
312 GL_EXTCALL(glCompileShaderARB(shader
));
313 checkGLcall("glCompileShaderARB");
314 print_glsl_info_log(gl_info
, shader
);
317 /* Context activation is done by the caller. */
318 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
320 GLint i
, object_count
, source_size
= -1;
321 GLhandleARB
*objects
;
324 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
325 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
328 ERR("Failed to allocate object array memory.\n");
332 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
333 for (i
= 0; i
< object_count
; ++i
)
338 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
340 if (source_size
< tmp
)
342 HeapFree(GetProcessHeap(), 0, source
);
344 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
347 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
348 HeapFree(GetProcessHeap(), 0, objects
);
354 FIXME("Object %u:\n", objects
[i
]);
355 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
356 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
357 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
358 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
362 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
363 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
367 HeapFree(GetProcessHeap(), 0, source
);
368 HeapFree(GetProcessHeap(), 0, objects
);
371 /* Context activation is done by the caller. */
372 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
376 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
378 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
379 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
381 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
384 FIXME("Program %u link status invalid.\n", program
);
385 shader_glsl_dump_program_source(gl_info
, program
);
389 print_glsl_info_log(gl_info
, program
);
392 /* Context activation is done by the caller. */
393 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
394 const DWORD
*tex_unit_map
, GLhandleARB programId
)
397 char sampler_name
[20];
400 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
402 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
403 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
404 if (name_loc
!= -1) {
405 DWORD mapped_unit
= tex_unit_map
[i
];
406 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
408 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
409 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
410 checkGLcall("glUniform1iARB");
412 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
418 /* Context activation is done by the caller. */
419 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
420 const DWORD
*tex_unit_map
, GLhandleARB programId
)
423 char sampler_name
[20];
426 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
428 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
429 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
430 if (name_loc
!= -1) {
431 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
432 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
434 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
435 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
436 checkGLcall("glUniform1iARB");
438 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
444 /* Context activation is done by the caller. */
445 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
446 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
449 unsigned int heap_idx
= 1;
452 if (heap
->entries
[heap_idx
].version
<= version
) return;
454 idx
= heap
->entries
[heap_idx
].idx
;
455 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
456 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
458 while (stack_idx
>= 0)
460 /* Note that we fall through to the next case statement. */
461 switch(stack
[stack_idx
])
463 case HEAP_NODE_TRAVERSE_LEFT
:
465 unsigned int left_idx
= heap_idx
<< 1;
466 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
469 idx
= heap
->entries
[heap_idx
].idx
;
470 if (constant_locations
[idx
] != -1)
471 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
473 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
474 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
479 case HEAP_NODE_TRAVERSE_RIGHT
:
481 unsigned int right_idx
= (heap_idx
<< 1) + 1;
482 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
484 heap_idx
= right_idx
;
485 idx
= heap
->entries
[heap_idx
].idx
;
486 if (constant_locations
[idx
] != -1)
487 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
489 stack
[stack_idx
++] = HEAP_NODE_POP
;
490 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
501 checkGLcall("walk_constant_heap()");
504 /* Context activation is done by the caller. */
505 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
507 GLfloat clamped_constant
[4];
509 if (location
== -1) return;
511 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
512 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
513 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
514 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
516 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
519 /* Context activation is done by the caller. */
520 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
521 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
524 unsigned int heap_idx
= 1;
527 if (heap
->entries
[heap_idx
].version
<= version
) return;
529 idx
= heap
->entries
[heap_idx
].idx
;
530 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
531 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
533 while (stack_idx
>= 0)
535 /* Note that we fall through to the next case statement. */
536 switch(stack
[stack_idx
])
538 case HEAP_NODE_TRAVERSE_LEFT
:
540 unsigned int left_idx
= heap_idx
<< 1;
541 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
544 idx
= heap
->entries
[heap_idx
].idx
;
545 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
547 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
548 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
553 case HEAP_NODE_TRAVERSE_RIGHT
:
555 unsigned int right_idx
= (heap_idx
<< 1) + 1;
556 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
558 heap_idx
= right_idx
;
559 idx
= heap
->entries
[heap_idx
].idx
;
560 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
562 stack
[stack_idx
++] = HEAP_NODE_POP
;
563 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
574 checkGLcall("walk_constant_heap_clamped()");
577 /* Context activation is done by the caller. */
578 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
579 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
580 unsigned char *stack
, UINT version
)
582 const struct wined3d_shader_lconst
*lconst
;
584 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
585 if (shader
->reg_maps
.shader_version
.major
== 1
586 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
587 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
589 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
591 if (!shader
->load_local_constsF
)
593 TRACE("No need to load local float constants for this shader\n");
597 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
598 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
600 GL_EXTCALL(glUniform4fvARB(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
602 checkGLcall("glUniform4fvARB()");
605 /* Context activation is done by the caller. */
606 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
607 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
612 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
614 if (!(constants_set
& 1)) continue;
616 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
617 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
619 /* We found this uniform name in the program - go ahead and send the data */
620 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
621 checkGLcall("glUniform4ivARB");
624 /* Load immediate constants */
625 ptr
= list_head(&shader
->constantsI
);
628 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
629 unsigned int idx
= lconst
->idx
;
630 const GLint
*values
= (const GLint
*)lconst
->value
;
632 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
633 values
[0], values
[1], values
[2], values
[3]);
635 /* We found this uniform name in the program - go ahead and send the data */
636 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
637 checkGLcall("glUniform4ivARB");
638 ptr
= list_next(&shader
->constantsI
, ptr
);
642 /* Context activation is done by the caller. */
643 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
644 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
652 prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
654 /* TODO: Benchmark and see if it would be beneficial to store the
655 * locations of the constants to avoid looking up each time */
656 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
658 if (!(constants_set
& 1)) continue;
660 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
662 /* TODO: Benchmark and see if it would be beneficial to store the
663 * locations of the constants to avoid looking up each time */
664 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, i
);
665 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
666 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
669 /* Load immediate constants */
670 ptr
= list_head(&shader
->constantsB
);
673 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
674 unsigned int idx
= lconst
->idx
;
675 const GLint
*values
= (const GLint
*)lconst
->value
;
677 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
679 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, idx
);
680 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
681 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
682 ptr
= list_next(&shader
->constantsB
, ptr
);
685 checkGLcall("shader_glsl_load_constantsB()");
688 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
690 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
693 /* Context activation is done by the caller (state handler). */
694 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
695 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
697 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
698 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
700 /* No GLSL program set - nothing to do. */
703 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
704 if (!use_ps(state
)) return;
706 if (prog
->ps
.np2_fixup_info
&& prog
->ps
.np2_fixup_location
!= -1)
709 UINT fixup
= prog
->ps
.np2_fixup_info
->active
;
710 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
712 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
714 const struct wined3d_texture
*tex
= state
->textures
[i
];
715 const unsigned char idx
= prog
->ps
.np2_fixup_info
->idx
[i
];
716 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
720 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
726 tex_dim
[2] = tex
->pow2_matrix
[0];
727 tex_dim
[3] = tex
->pow2_matrix
[5];
731 tex_dim
[0] = tex
->pow2_matrix
[0];
732 tex_dim
[1] = tex
->pow2_matrix
[5];
736 GL_EXTCALL(glUniform4fvARB(prog
->ps
.np2_fixup_location
,
737 prog
->ps
.np2_fixup_info
->num_consts
, np2fixup_constants
));
741 /* Context activation is done by the caller (state handler). */
742 static void shader_glsl_load_constants(void *shader_priv
, const struct wined3d_context
*context
,
743 const struct wined3d_state
*state
)
745 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
746 struct shader_glsl_priv
*priv
= shader_priv
;
747 float position_fixup
[4];
749 GLhandleARB programId
;
750 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
751 UINT constant_version
;
755 /* No GLSL program set - nothing to do. */
758 programId
= prog
->programId
;
759 constant_version
= prog
->constant_version
;
763 const struct wined3d_shader
*vshader
= state
->vertex_shader
;
765 /* Load DirectX 9 float constants/uniforms for vertex shader */
766 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
767 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
769 /* Load DirectX 9 integer constants/uniforms for vertex shader */
770 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
771 vshader
->reg_maps
.integer_constants
);
773 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
774 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, state
->vs_consts_b
,
775 vshader
->reg_maps
.boolean_constants
);
777 /* Upload the position fixup params */
778 shader_get_position_fixup(context
, state
, position_fixup
);
779 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
780 checkGLcall("glUniform4fvARB");
785 const struct wined3d_shader
*pshader
= state
->pixel_shader
;
787 /* Load DirectX 9 float constants/uniforms for pixel shader */
788 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
789 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
791 /* Load DirectX 9 integer constants/uniforms for pixel shader */
792 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
793 pshader
->reg_maps
.integer_constants
);
795 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
796 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, state
->ps_consts_b
,
797 pshader
->reg_maps
.boolean_constants
);
799 /* Upload the environment bump map matrix if needed. The needsbumpmat
800 * member specifies the texture stage to load the matrix from. It
801 * can't be 0 for a valid texbem instruction. */
802 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
806 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
809 data
= (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
];
810 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0, data
));
811 checkGLcall("glUniformMatrix2fvARB");
813 /* texbeml needs the luminance scale and offset too. If texbeml
814 * is used, needsbumpmat is set too, so we can check that in the
815 * needsbumpmat check. */
816 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
818 const GLfloat
*scale
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
];
819 const GLfloat
*offset
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
];
821 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1, scale
));
822 checkGLcall("glUniform1fvARB");
823 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1, offset
));
824 checkGLcall("glUniform1fvARB");
828 if (prog
->ps
.ycorrection_location
!= -1)
830 float correction_params
[4];
832 if (context
->render_offscreen
)
834 correction_params
[0] = 0.0f
;
835 correction_params
[1] = 1.0f
;
837 /* position is window relative, not viewport relative */
838 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
839 correction_params
[1] = -1.0f
;
841 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
844 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
848 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
850 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
851 (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
852 GL_EXTCALL(glUniform1fARB(prog
->ps
.bumpenv_lum_scale_location
[i
],
853 *(const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
854 GL_EXTCALL(glUniform1fARB(prog
->ps
.bumpenv_lum_offset_location
[i
],
855 *(const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
858 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
859 GL_EXTCALL(glUniform4fARB(prog
->ps
.tex_factor_location
, col
[0], col
[1], col
[2], col
[3]));
861 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
862 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
864 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
866 checkGLcall("fixed function uniforms");
869 if (priv
->next_constant_version
== UINT_MAX
)
871 TRACE("Max constant version reached, resetting to 0.\n");
872 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
873 priv
->next_constant_version
= 1;
877 prog
->constant_version
= priv
->next_constant_version
++;
881 static void update_heap_entry(const struct constant_heap
*heap
, unsigned int idx
,
882 unsigned int heap_idx
, DWORD new_version
)
884 struct constant_entry
*entries
= heap
->entries
;
885 unsigned int *positions
= heap
->positions
;
886 unsigned int parent_idx
;
890 parent_idx
= heap_idx
>> 1;
892 if (new_version
<= entries
[parent_idx
].version
) break;
894 entries
[heap_idx
] = entries
[parent_idx
];
895 positions
[entries
[parent_idx
].idx
] = heap_idx
;
896 heap_idx
= parent_idx
;
899 entries
[heap_idx
].version
= new_version
;
900 entries
[heap_idx
].idx
= idx
;
901 positions
[idx
] = heap_idx
;
904 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
906 struct shader_glsl_priv
*priv
= device
->shader_priv
;
907 struct constant_heap
*heap
= &priv
->vconst_heap
;
910 for (i
= start
; i
< count
+ start
; ++i
)
912 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
913 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
915 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
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 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
928 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
930 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
934 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
936 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
937 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
938 if(shader_major
> 3) return ret
;
940 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
941 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
945 /** Generate the variable & register declarations for the GLSL output target */
946 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
947 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
948 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
950 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
951 const struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
952 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
953 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
954 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
955 unsigned int i
, extra_constants_needed
= 0;
956 const struct wined3d_shader_lconst
*lconst
;
960 prefix
= shader_glsl_get_prefix(version
->type
);
962 /* Prototype the subroutines */
963 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
965 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
968 /* Declare the constants (aka uniforms) */
969 if (shader
->limits
.constant_float
> 0)
971 unsigned max_constantsF
;
973 /* Unless the shader uses indirect addressing, always declare the
974 * maximum array size and ignore that we need some uniforms privately.
975 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
976 * and immediate values, still declare VC[256]. If the shader needs
977 * more uniforms than we have it won't work in any case. If it uses
978 * less, the compiler will figure out which uniforms are really used
979 * and strip them out. This allows a shader to use c255 on a dx9 card,
980 * as long as it doesn't also use all the other constants.
982 * If the shader uses indirect addressing the compiler must assume
983 * that all declared uniforms are used. In this case, declare only the
984 * amount that we're assured to have.
986 * Thus we run into problems in these two cases:
987 * 1) The shader really uses more uniforms than supported.
988 * 2) The shader uses indirect addressing, less constants than
989 * supported, but uses a constant index > #supported consts. */
990 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
992 /* No indirect addressing here. */
993 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
997 if (reg_maps
->usesrelconstF
)
999 /* Subtract the other potential uniforms from the max
1000 * available (bools, ints, and 1 row of projection matrix).
1001 * Subtract another uniform for immediate values, which have
1002 * to be loaded via uniform by the driver as well. The shader
1003 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1004 * shader code, so one vec4 should be enough. (Unfortunately
1005 * the Nvidia driver doesn't store 128 and -128 in one float).
1007 * Writing gl_ClipVertex requires one uniform for each
1008 * clipplane as well. */
1009 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1010 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1012 max_constantsF
-= gl_info
->limits
.clipplanes
;
1014 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1015 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1016 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1017 * for now take this into account when calculating the number of available constants
1019 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1020 /* Set by driver quirks in directx.c */
1021 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1023 if (max_constantsF
< shader
->limits
.constant_float
)
1025 static unsigned int once
;
1028 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1029 " it may not render correctly.\n");
1031 WARN("The hardware does not support enough uniform components to run this shader.\n");
1036 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1039 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
1040 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1043 /* Always declare the full set of constants, the compiler can remove the
1044 * unused ones because d3d doesn't (yet) support indirect int and bool
1045 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1046 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1047 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
.constant_int
);
1049 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1050 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
.constant_bool
);
1052 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1054 if (reg_maps
->cb_sizes
[i
])
1055 shader_addline(buffer
, "uniform vec4 %s_cb%u[%u];\n", prefix
, i
, reg_maps
->cb_sizes
[i
]);
1058 /* Declare texture samplers */
1059 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1061 if (reg_maps
->sampler_type
[i
])
1063 BOOL shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1066 switch (reg_maps
->sampler_type
[i
])
1070 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1072 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1075 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->np2_fixup
& (1 << i
));
1076 tex_rect
= tex_rect
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1080 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1082 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1087 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1089 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1092 case WINED3DSTT_CUBE
:
1094 FIXME("Unsupported Cube shadow sampler.\n");
1095 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1097 case WINED3DSTT_VOLUME
:
1099 FIXME("Unsupported 3D shadow sampler.\n");
1100 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1103 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1104 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1110 /* Declare uniforms for NP2 texcoord fixup:
1111 * This is NOT done inside the loop that declares the texture samplers
1112 * since the NP2 fixup code is currently only used for the GeforceFX
1113 * series and when forcing the ARB_npot extension off. Modern cards just
1114 * skip the code anyway, so put it inside a separate loop. */
1115 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1117 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1120 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1121 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1122 * samplerNP2Fixup stores texture dimensions and is updated through
1123 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1125 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1127 if (reg_maps
->sampler_type
[i
])
1129 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1131 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1132 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1136 fixup
->idx
[i
] = cur
++;
1140 fixup
->num_consts
= (cur
+ 1) >> 1;
1141 fixup
->active
= ps_args
->np2_fixup
;
1142 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1145 /* Declare address variables */
1146 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1148 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1151 /* Declare texture coordinate temporaries and initialize them */
1152 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1154 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1157 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1159 /* Declare attributes. */
1160 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1163 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1166 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1167 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
.packed_output
);
1169 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1171 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
.packed_input
);
1173 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1175 if (version
->major
>= 3)
1177 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
.packed_input
);
1180 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1182 /* TODO: Write a replacement shader for the fixed function
1183 * vertex pipeline, so this isn't needed. For fixed function
1184 * vertex processing + 3.0 pixel shader we need a separate
1185 * function in the pixel shader that reads the fixed function
1186 * color into the packed input registers. */
1187 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1190 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1195 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1197 if (reg_maps
->luminanceparams
& (1 << i
))
1199 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1200 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1201 extra_constants_needed
++;
1204 extra_constants_needed
++;
1207 if (ps_args
->srgb_correction
)
1209 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1210 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1211 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1214 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1216 if (shader
->limits
.constant_float
+ extra_constants_needed
1217 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1219 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1220 extra_constants_needed
++;
1224 /* This happens because we do not have proper tracking of the constant registers that are
1225 * actually used, only the max limit of the shader version
1227 FIXME("Cannot find a free uniform for vpos correction params\n");
1228 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1229 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->resource
.height
,
1230 context
->render_offscreen
? 1.0f
: -1.0f
);
1232 shader_addline(buffer
, "vec4 vpos;\n");
1236 /* Declare output register temporaries */
1237 if (shader
->limits
.packed_output
)
1238 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
.packed_output
);
1240 /* Declare temporary variables */
1241 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1243 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1246 /* Declare loop registers aLx */
1247 if (version
->major
< 4)
1249 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1251 shader_addline(buffer
, "int aL%u;\n", i
);
1252 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1256 /* Temporary variables for matrix operations */
1257 shader_addline(buffer
, "vec4 tmp0;\n");
1258 shader_addline(buffer
, "vec4 tmp1;\n");
1260 if (!shader
->load_local_constsF
)
1262 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1265 value
= (const float *)lconst
->value
;
1266 shader_addline(buffer
, "const vec4 %s_lc%u = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1267 prefix
, lconst
->idx
, value
[0], value
[1], value
[2], value
[3]);
1271 /* Start the main program. */
1272 shader_addline(buffer
, "void main()\n{\n");
1274 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1275 * add approximately 0.5. This causes off-by-one problems as spotted by
1276 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1277 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1278 * causes precision troubles when we just subtract 0.5.
1280 * To deal with that, just floor() the position. This will eliminate the
1281 * fraction on all cards.
1283 * TODO: Test how this behaves with multisampling.
1285 * An advantage of floor is that it works even if the driver doesn't add
1286 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1287 * to return in gl_FragCoord, even though coordinates specify the pixel
1288 * centers instead of the pixel corners. This code will behave correctly
1289 * on drivers that returns integer values. */
1290 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1291 shader_addline(buffer
,
1292 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1295 /*****************************************************************************
1296 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1298 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1299 ****************************************************************************/
1302 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1303 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1305 /** Used for opcode modifiers - They multiply the result by the specified amount */
1306 static const char * const shift_glsl_tab
[] = {
1308 "2.0 * ", /* 1 (x2) */
1309 "4.0 * ", /* 2 (x4) */
1310 "8.0 * ", /* 3 (x8) */
1311 "16.0 * ", /* 4 (x16) */
1312 "32.0 * ", /* 5 (x32) */
1319 "0.0625 * ", /* 12 (d16) */
1320 "0.125 * ", /* 13 (d8) */
1321 "0.25 * ", /* 14 (d4) */
1322 "0.5 * " /* 15 (d2) */
1325 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1326 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1327 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1331 switch (src_modifier
)
1333 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1334 case WINED3DSPSM_DW
:
1335 case WINED3DSPSM_NONE
:
1336 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1338 case WINED3DSPSM_NEG
:
1339 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1341 case WINED3DSPSM_NOT
:
1342 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1344 case WINED3DSPSM_BIAS
:
1345 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1347 case WINED3DSPSM_BIASNEG
:
1348 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1350 case WINED3DSPSM_SIGN
:
1351 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1353 case WINED3DSPSM_SIGNNEG
:
1354 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1356 case WINED3DSPSM_COMP
:
1357 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1359 case WINED3DSPSM_X2
:
1360 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1362 case WINED3DSPSM_X2NEG
:
1363 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1365 case WINED3DSPSM_ABS
:
1366 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1368 case WINED3DSPSM_ABSNEG
:
1369 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1372 FIXME("Unhandled modifier %u\n", src_modifier
);
1373 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1377 /** Writes the GLSL variable name that corresponds to the register that the
1378 * DX opcode parameter is trying to access */
1379 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1380 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1382 /* oPos, oFog and oPts in D3D */
1383 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1385 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1386 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1387 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1388 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1389 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1390 struct glsl_src_param rel_param0
, rel_param1
;
1392 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1393 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1394 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1395 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1400 case WINED3DSPR_TEMP
:
1401 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1404 case WINED3DSPR_INPUT
:
1405 /* vertex shaders */
1406 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1408 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1409 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1411 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1415 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1417 if (reg
->idx
[0].rel_addr
)
1419 if (reg
->idx
[1].rel_addr
)
1420 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1421 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1423 sprintf(register_name
, "gs_in[%s + %u][%u]",
1424 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1426 else if (reg
->idx
[1].rel_addr
)
1427 sprintf(register_name
, "gs_in[%u][%s + %u]",
1428 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1430 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1434 /* pixel shaders >= 3.0 */
1435 if (version
->major
>= 3)
1437 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1438 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1440 if (reg
->idx
[0].rel_addr
)
1442 /* Removing a + 0 would be an obvious optimization, but
1443 * OS X doesn't see the NOP operation there. */
1446 if (shader
->u
.ps
.declared_in_count
> in_count
)
1448 sprintf(register_name
,
1449 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1450 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1451 prefix
, rel_param0
.param_str
, idx
);
1455 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1460 if (shader
->u
.ps
.declared_in_count
> in_count
)
1462 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1463 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1464 prefix
, rel_param0
.param_str
);
1468 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1474 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1475 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1476 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1481 if (!reg
->idx
[0].offset
)
1482 strcpy(register_name
, "gl_Color");
1484 strcpy(register_name
, "gl_SecondaryColor");
1489 case WINED3DSPR_CONST
:
1491 /* Relative addressing */
1492 if (reg
->idx
[0].rel_addr
)
1494 if (reg
->idx
[0].offset
)
1495 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1497 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1501 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1502 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1504 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1509 case WINED3DSPR_CONSTINT
:
1510 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1513 case WINED3DSPR_CONSTBOOL
:
1514 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1517 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1518 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1519 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1521 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1524 case WINED3DSPR_LOOP
:
1525 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1528 case WINED3DSPR_SAMPLER
:
1529 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1532 case WINED3DSPR_COLOROUT
:
1533 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1534 WARN("Write to render target %u, only %d supported.\n",
1535 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1537 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1540 case WINED3DSPR_RASTOUT
:
1541 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1544 case WINED3DSPR_DEPTHOUT
:
1545 sprintf(register_name
, "gl_FragDepth");
1548 case WINED3DSPR_ATTROUT
:
1549 if (!reg
->idx
[0].offset
)
1550 sprintf(register_name
, "%s_out[8]", prefix
);
1552 sprintf(register_name
, "%s_out[9]", prefix
);
1555 case WINED3DSPR_TEXCRDOUT
:
1556 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1557 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1560 case WINED3DSPR_MISCTYPE
:
1561 if (!reg
->idx
[0].offset
)
1564 sprintf(register_name
, "vpos");
1566 else if (reg
->idx
[0].offset
== 1)
1568 /* Note that gl_FrontFacing is a bool, while vFace is
1569 * a float for which the sign determines front/back */
1570 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1574 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1575 sprintf(register_name
, "unrecognized_register");
1579 case WINED3DSPR_IMMCONST
:
1580 switch (reg
->immconst_type
)
1582 case WINED3D_IMMCONST_SCALAR
:
1583 switch (reg
->data_type
)
1585 case WINED3D_DATA_FLOAT
:
1586 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1588 case WINED3D_DATA_INT
:
1589 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1591 case WINED3D_DATA_RESOURCE
:
1592 case WINED3D_DATA_SAMPLER
:
1593 case WINED3D_DATA_UINT
:
1594 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1597 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1602 case WINED3D_IMMCONST_VEC4
:
1603 switch (reg
->data_type
)
1605 case WINED3D_DATA_FLOAT
:
1606 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1607 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1608 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1610 case WINED3D_DATA_INT
:
1611 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1612 reg
->immconst_data
[0], reg
->immconst_data
[1],
1613 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1615 case WINED3D_DATA_RESOURCE
:
1616 case WINED3D_DATA_SAMPLER
:
1617 case WINED3D_DATA_UINT
:
1618 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1619 reg
->immconst_data
[0], reg
->immconst_data
[1],
1620 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1623 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1629 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1630 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1634 case WINED3DSPR_CONSTBUFFER
:
1635 if (reg
->idx
[1].rel_addr
)
1636 sprintf(register_name
, "%s_cb%u[%s + %u]",
1637 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1639 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1642 case WINED3DSPR_PRIMID
:
1643 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1647 FIXME("Unhandled register type %#x.\n", reg
->type
);
1648 sprintf(register_name
, "unrecognized_register");
1653 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1656 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1657 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1658 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1659 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1663 /* Get the GLSL write mask for the destination register */
1664 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1666 DWORD mask
= param
->write_mask
;
1668 if (shader_is_scalar(¶m
->reg
))
1670 mask
= WINED3DSP_WRITEMASK_0
;
1675 shader_glsl_write_mask_to_str(mask
, write_mask
);
1681 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1682 unsigned int size
= 0;
1684 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1685 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1686 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1687 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1692 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1694 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1695 * but addressed as "rgba". To fix this we need to swap the register's x
1696 * and z components. */
1697 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1700 /* swizzle bits fields: wwzzyyxx */
1701 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1702 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1703 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1704 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1708 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1709 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1711 if (shader_is_scalar(¶m
->reg
))
1712 *swizzle_str
= '\0';
1714 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1717 /* From a given parameter token, generate the corresponding GLSL string.
1718 * Also, return the actual register name and swizzle in case the
1719 * caller needs this information as well. */
1720 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1721 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1723 BOOL is_color
= FALSE
;
1724 char swizzle_str
[6];
1726 glsl_src
->reg_name
[0] = '\0';
1727 glsl_src
->param_str
[0] = '\0';
1728 swizzle_str
[0] = '\0';
1730 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1731 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1733 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1735 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1739 char param_str
[200];
1741 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1743 switch (wined3d_src
->reg
.data_type
)
1745 case WINED3D_DATA_FLOAT
:
1746 sprintf(glsl_src
->param_str
, "%s", param_str
);
1748 case WINED3D_DATA_INT
:
1749 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1751 case WINED3D_DATA_RESOURCE
:
1752 case WINED3D_DATA_SAMPLER
:
1753 case WINED3D_DATA_UINT
:
1754 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1757 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1758 sprintf(glsl_src
->param_str
, "%s", param_str
);
1764 /* From a given parameter token, generate the corresponding GLSL string.
1765 * Also, return the actual register name and swizzle in case the
1766 * caller needs this information as well. */
1767 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1768 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1770 BOOL is_color
= FALSE
;
1772 glsl_dst
->mask_str
[0] = '\0';
1773 glsl_dst
->reg_name
[0] = '\0';
1775 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1776 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1779 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1780 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1781 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1783 struct glsl_dst_param glsl_dst
;
1786 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1788 switch (dst
->reg
.data_type
)
1790 case WINED3D_DATA_FLOAT
:
1791 shader_addline(buffer
, "%s%s = %s(",
1792 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1794 case WINED3D_DATA_INT
:
1795 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1796 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1798 case WINED3D_DATA_RESOURCE
:
1799 case WINED3D_DATA_SAMPLER
:
1800 case WINED3D_DATA_UINT
:
1801 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1802 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1805 FIXME("Unhandled data type %#x.\n", dst
->reg
.data_type
);
1806 shader_addline(buffer
, "%s%s = %s(",
1807 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1815 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1816 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1818 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1821 /** Process GLSL instruction modifiers */
1822 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1824 struct glsl_dst_param dst_param
;
1827 if (!ins
->dst_count
) return;
1829 modifiers
= ins
->dst
[0].modifiers
;
1830 if (!modifiers
) return;
1832 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1834 if (modifiers
& WINED3DSPDM_SATURATE
)
1836 /* _SAT means to clamp the value of the register to between 0 and 1 */
1837 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1838 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1841 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1843 FIXME("_centroid modifier not handled\n");
1846 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1848 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1852 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1856 case WINED3D_SHADER_REL_OP_GT
: return ">";
1857 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1858 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1859 case WINED3D_SHADER_REL_OP_LT
: return "<";
1860 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1861 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1863 FIXME("Unrecognized operator %#x.\n", op
);
1868 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1869 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1871 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1872 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1873 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1874 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1875 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1876 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1877 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1878 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1880 /* Note that there's no such thing as a projected cube texture. */
1881 switch(sampler_type
) {
1887 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1891 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1892 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1893 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1894 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1897 FIXME("Unsupported 1D shadow grad function.\n");
1898 sample_function
->name
= "unsupported1DGrad";
1903 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1905 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1911 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1915 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1916 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1917 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1918 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1921 FIXME("Unsupported 1D grad function.\n");
1922 sample_function
->name
= "unsupported1DGrad";
1927 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1929 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1940 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1944 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1945 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1946 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1947 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1950 FIXME("Unsupported RECT shadow grad function.\n");
1951 sample_function
->name
= "unsupported2DRectGrad";
1956 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1963 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1967 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1968 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1969 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1970 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1973 FIXME("Unsupported 2D shadow grad function.\n");
1974 sample_function
->name
= "unsupported2DGrad";
1979 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1982 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1990 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1994 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1995 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1996 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1997 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2000 FIXME("Unsupported RECT grad function.\n");
2001 sample_function
->name
= "unsupported2DRectGrad";
2006 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2013 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2017 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2018 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2019 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2020 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2023 FIXME("Unsupported 2D grad function.\n");
2024 sample_function
->name
= "unsupported2DGrad";
2029 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2032 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2036 case WINED3DSTT_CUBE
:
2039 FIXME("Unsupported Cube shadow function.\n");
2040 sample_function
->name
= "unsupportedCubeShadow";
2041 sample_function
->coord_mask
= 0;
2047 sample_function
->name
= "textureCubeLod";
2051 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2052 sample_function
->name
= "textureCubeGrad";
2053 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2054 sample_function
->name
= "textureCubeGradARB";
2057 FIXME("Unsupported Cube grad function.\n");
2058 sample_function
->name
= "unsupportedCubeGrad";
2063 sample_function
->name
= "textureCube";
2065 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2069 case WINED3DSTT_VOLUME
:
2072 FIXME("Unsupported 3D shadow function.\n");
2073 sample_function
->name
= "unsupported3DShadow";
2074 sample_function
->coord_mask
= 0;
2080 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2084 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2085 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2086 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2087 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2090 FIXME("Unsupported 3D grad function.\n");
2091 sample_function
->name
= "unsupported3DGrad";
2096 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2098 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2103 sample_function
->name
= "";
2104 sample_function
->coord_mask
= 0;
2105 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
2110 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2111 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2113 switch(channel_source
)
2115 case CHANNEL_SOURCE_ZERO
:
2116 strcat(arguments
, "0.0");
2119 case CHANNEL_SOURCE_ONE
:
2120 strcat(arguments
, "1.0");
2123 case CHANNEL_SOURCE_X
:
2124 strcat(arguments
, reg_name
);
2125 strcat(arguments
, ".x");
2128 case CHANNEL_SOURCE_Y
:
2129 strcat(arguments
, reg_name
);
2130 strcat(arguments
, ".y");
2133 case CHANNEL_SOURCE_Z
:
2134 strcat(arguments
, reg_name
);
2135 strcat(arguments
, ".z");
2138 case CHANNEL_SOURCE_W
:
2139 strcat(arguments
, reg_name
);
2140 strcat(arguments
, ".w");
2144 FIXME("Unhandled channel source %#x\n", channel_source
);
2145 strcat(arguments
, "undefined");
2149 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2152 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2153 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2155 unsigned int mask_size
, remaining
;
2156 DWORD fixup_mask
= 0;
2157 char arguments
[256];
2160 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2161 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2162 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2163 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2164 if (!(mask
&= fixup_mask
))
2167 if (is_complex_fixup(fixup
))
2169 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2170 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2174 shader_glsl_write_mask_to_str(mask
, mask_str
);
2175 mask_size
= shader_glsl_get_write_mask_size(mask
);
2177 arguments
[0] = '\0';
2178 remaining
= mask_size
;
2179 if (mask
& WINED3DSP_WRITEMASK_0
)
2181 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2182 if (--remaining
) strcat(arguments
, ", ");
2184 if (mask
& WINED3DSP_WRITEMASK_1
)
2186 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2187 if (--remaining
) strcat(arguments
, ", ");
2189 if (mask
& WINED3DSP_WRITEMASK_2
)
2191 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2192 if (--remaining
) strcat(arguments
, ", ");
2194 if (mask
& WINED3DSP_WRITEMASK_3
)
2196 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2197 if (--remaining
) strcat(arguments
, ", ");
2201 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2203 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2206 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2211 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2212 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2215 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2216 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2217 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2219 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2220 char dst_swizzle
[6];
2221 struct color_fixup_desc fixup
;
2222 BOOL np2_fixup
= FALSE
;
2225 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2227 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2229 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2230 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2232 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2234 FIXME("Biased sampling from NP2 textures is unsupported\n");
2242 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2245 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2247 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2248 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2250 va_start(args
, coord_reg_fmt
);
2251 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2255 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2258 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2259 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2261 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2262 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2263 } else if(dx
&& dy
) {
2264 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2266 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2270 if(!is_identity_fixup(fixup
)) {
2271 shader_glsl_color_correction(ins
, fixup
);
2275 /*****************************************************************************
2276 * Begin processing individual instruction opcodes
2277 ****************************************************************************/
2279 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2281 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2282 struct glsl_src_param src0_param
;
2283 struct glsl_src_param src1_param
;
2287 /* Determine the GLSL operator to use based on the opcode */
2288 switch (ins
->handler_idx
)
2290 case WINED3DSIH_ADD
: op
= "+"; break;
2291 case WINED3DSIH_AND
: op
= "&"; break;
2292 case WINED3DSIH_DIV
: op
= "/"; break;
2293 case WINED3DSIH_IADD
: op
= "+"; break;
2294 case WINED3DSIH_MUL
: op
= "*"; break;
2295 case WINED3DSIH_SUB
: op
= "-"; break;
2296 case WINED3DSIH_USHR
: op
= ">>"; break;
2297 case WINED3DSIH_XOR
: op
= "^"; break;
2299 op
= "<unhandled operator>";
2300 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2304 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2305 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2306 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2307 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2310 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2312 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2313 struct glsl_src_param src0_param
;
2314 struct glsl_src_param src1_param
;
2315 unsigned int mask_size
;
2319 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2320 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2321 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2322 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2326 switch (ins
->handler_idx
)
2328 case WINED3DSIH_EQ
: op
= "equal"; break;
2329 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2330 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2331 case WINED3DSIH_LT
: op
= "lessThan"; break;
2333 op
= "<unhandled operator>";
2334 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2338 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2339 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2343 switch (ins
->handler_idx
)
2345 case WINED3DSIH_EQ
: op
= "=="; break;
2346 case WINED3DSIH_GE
: op
= ">="; break;
2347 case WINED3DSIH_IGE
: op
= ">="; break;
2348 case WINED3DSIH_LT
: op
= "<"; break;
2350 op
= "<unhandled operator>";
2351 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2355 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2356 src0_param
.param_str
, op
, src1_param
.param_str
);
2360 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2362 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2363 struct glsl_src_param src0_param
;
2364 struct glsl_src_param src1_param
;
2367 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2368 * not, we can emulate it. */
2369 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2370 FIXME("64-bit integer multiplies not implemented.\n");
2372 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2374 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2375 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2376 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2378 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2379 src0_param
.param_str
, src1_param
.param_str
);
2383 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2385 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2386 struct glsl_src_param src0_param
, src1_param
;
2389 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2392 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2396 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2397 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2398 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2399 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2400 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2402 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2403 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2404 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2405 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2407 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2408 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2412 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2413 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2414 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2415 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2418 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2420 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2421 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2422 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2423 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2427 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2428 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2430 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2431 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2432 struct glsl_src_param src0_param
;
2435 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2436 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2438 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2439 * shader versions WINED3DSIO_MOVA is used for this. */
2440 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2441 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2442 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2444 /* This is a simple floor() */
2445 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2446 if (mask_size
> 1) {
2447 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2449 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2452 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2454 /* We need to *round* to the nearest int here. */
2455 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2457 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2460 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2462 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2467 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2468 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2470 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2471 src0_param
.param_str
, src0_param
.param_str
);
2476 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2480 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2481 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2483 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2484 struct glsl_src_param src0_param
;
2485 struct glsl_src_param src1_param
;
2486 DWORD dst_write_mask
, src_write_mask
;
2487 unsigned int dst_size
= 0;
2489 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2490 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2492 /* dp3 works on vec3, dp4 on vec4 */
2493 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2495 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2497 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2500 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2501 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2504 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2506 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2510 /* Note that this instruction has some restrictions. The destination write mask
2511 * can't contain the w component, and the source swizzles have to be .xyzw */
2512 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2514 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2515 struct glsl_src_param src0_param
;
2516 struct glsl_src_param src1_param
;
2519 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2520 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2521 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2522 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2523 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2526 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2528 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2531 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2532 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2533 * GLSL uses the value as-is. */
2534 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2536 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2537 struct glsl_src_param src0_param
;
2538 struct glsl_src_param src1_param
;
2539 DWORD dst_write_mask
;
2540 unsigned int dst_size
;
2542 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2543 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2545 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2546 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2550 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2551 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2555 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2556 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2560 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2561 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2562 * GLSL uses the value as-is. */
2563 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2565 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2566 struct glsl_src_param src0_param
;
2567 DWORD dst_write_mask
;
2568 unsigned int dst_size
;
2570 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2571 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2573 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2577 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2578 dst_size
, src0_param
.param_str
);
2582 shader_addline(buffer
, "log2(abs(%s)));\n",
2583 src0_param
.param_str
);
2587 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2588 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2590 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2591 struct glsl_src_param src_param
;
2592 const char *instruction
;
2596 /* Determine the GLSL function to use based on the opcode */
2597 /* TODO: Possibly make this a table for faster lookups */
2598 switch (ins
->handler_idx
)
2600 case WINED3DSIH_MIN
: instruction
= "min"; break;
2601 case WINED3DSIH_MAX
: instruction
= "max"; break;
2602 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2603 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2604 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2605 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2606 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2607 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2608 default: instruction
= "";
2609 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2613 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2615 shader_addline(buffer
, "%s(", instruction
);
2619 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2620 shader_addline(buffer
, "%s", src_param
.param_str
);
2621 for (i
= 1; i
< ins
->src_count
; ++i
)
2623 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2624 shader_addline(buffer
, ", %s", src_param
.param_str
);
2628 shader_addline(buffer
, "));\n");
2631 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2633 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2635 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2636 struct glsl_src_param src_param
;
2637 unsigned int mask_size
;
2641 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2642 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2643 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2645 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2646 src_param
.param_str
, src_param
.param_str
);
2647 shader_glsl_append_dst(buffer
, ins
);
2651 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2652 mask_size
, src_param
.param_str
);
2656 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2657 src_param
.param_str
);
2661 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2662 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2663 * dst.x = 2^(floor(src))
2664 * dst.y = src - floor(src)
2665 * dst.z = 2^src (partial precision is allowed, but optional)
2667 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2668 * dst = 2^src; (partial precision is allowed, but optional)
2670 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2672 struct glsl_src_param src_param
;
2674 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2676 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2680 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2681 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2682 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2683 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2685 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2686 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2687 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2690 unsigned int mask_size
;
2692 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2693 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2695 if (mask_size
> 1) {
2696 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2698 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2703 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2705 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2706 struct glsl_src_param src_param
;
2707 unsigned int mask_size
;
2710 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2711 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2712 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2715 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2717 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2720 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2722 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2723 struct glsl_src_param src_param
;
2724 unsigned int mask_size
;
2727 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2728 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2729 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2732 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2734 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2737 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2738 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2740 struct glsl_src_param src_param
;
2742 unsigned int mask_size
;
2744 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2745 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2746 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2750 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2751 mask_size
, src_param
.param_str
);
2755 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2756 src_param
.param_str
);
2760 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2762 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2763 struct glsl_src_param src_param
;
2765 unsigned int mask_size
;
2767 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2768 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2770 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2774 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2775 mask_size
, src_param
.param_str
);
2779 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2780 src_param
.param_str
);
2784 /** Process signed comparison opcodes in GLSL. */
2785 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2787 struct glsl_src_param src0_param
;
2788 struct glsl_src_param src1_param
;
2790 unsigned int mask_size
;
2792 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2793 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2794 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2795 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2797 if (mask_size
> 1) {
2798 const char *compare
;
2800 switch(ins
->handler_idx
)
2802 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2803 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2804 default: compare
= "";
2805 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2808 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2809 src0_param
.param_str
, src1_param
.param_str
);
2811 switch(ins
->handler_idx
)
2813 case WINED3DSIH_SLT
:
2814 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2815 * to return 0.0 but step returns 1.0 because step is not < x
2816 * An alternative is a bvec compare padded with an unused second component.
2817 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2818 * issue. Playing with not() is not possible either because not() does not accept
2821 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2822 src0_param
.param_str
, src1_param
.param_str
);
2824 case WINED3DSIH_SGE
:
2825 /* Here we can use the step() function and safe a conditional */
2826 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2829 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2835 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2837 const char *condition_prefix
, *condition_suffix
;
2838 struct wined3d_shader_dst_param dst
;
2839 struct glsl_src_param src0_param
;
2840 struct glsl_src_param src1_param
;
2841 struct glsl_src_param src2_param
;
2842 BOOL temp_destination
= FALSE
;
2843 DWORD cmp_channel
= 0;
2848 switch (ins
->handler_idx
)
2850 case WINED3DSIH_CMP
:
2851 condition_prefix
= "";
2852 condition_suffix
= " >= 0.0";
2855 case WINED3DSIH_CND
:
2856 condition_prefix
= "";
2857 condition_suffix
= " > 0.5";
2860 case WINED3DSIH_MOVC
:
2861 condition_prefix
= "bool(";
2862 condition_suffix
= ")";
2866 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2867 condition_prefix
= "<unhandled prefix>";
2868 condition_suffix
= "<unhandled suffix>";
2872 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2874 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2875 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2876 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2877 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2879 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2880 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2881 src1_param
.param_str
, src2_param
.param_str
);
2887 /* Splitting the instruction up in multiple lines imposes a problem:
2888 * The first lines may overwrite source parameters of the following lines.
2889 * Deal with that by using a temporary destination register if needed. */
2890 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2891 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2892 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2893 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2894 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2895 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2896 temp_destination
= TRUE
;
2898 /* Cycle through all source0 channels. */
2899 for (i
= 0; i
< 4; ++i
)
2902 /* Find the destination channels which use the current source0 channel. */
2903 for (j
= 0; j
< 4; ++j
)
2905 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2907 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2908 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2911 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2913 if (temp_destination
)
2915 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2917 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2919 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
)))
2922 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2923 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2924 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2926 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2927 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2928 src1_param
.param_str
, src2_param
.param_str
);
2931 if (temp_destination
)
2933 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2934 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2935 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2939 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2940 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2941 * the compare is done per component of src0. */
2942 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2944 struct glsl_src_param src0_param
;
2945 struct glsl_src_param src1_param
;
2946 struct glsl_src_param src2_param
;
2948 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2949 ins
->ctx
->reg_maps
->shader_version
.minor
);
2951 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2953 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2954 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2955 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2956 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2958 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2961 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2963 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2964 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2969 shader_glsl_conditional_move(ins
);
2972 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2973 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2975 struct glsl_src_param src0_param
;
2976 struct glsl_src_param src1_param
;
2977 struct glsl_src_param src2_param
;
2980 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2981 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2982 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2983 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2984 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2985 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2988 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2989 Vertex shaders to GLSL codes */
2990 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2993 int nComponents
= 0;
2994 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2995 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2996 struct wined3d_shader_instruction tmp_ins
;
2998 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3000 /* Set constants for the temporary argument */
3001 tmp_ins
.ctx
= ins
->ctx
;
3002 tmp_ins
.dst_count
= 1;
3003 tmp_ins
.dst
= &tmp_dst
;
3004 tmp_ins
.src_count
= 2;
3005 tmp_ins
.src
= tmp_src
;
3007 switch(ins
->handler_idx
)
3009 case WINED3DSIH_M4x4
:
3011 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3013 case WINED3DSIH_M4x3
:
3015 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3017 case WINED3DSIH_M3x4
:
3019 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3021 case WINED3DSIH_M3x3
:
3023 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3025 case WINED3DSIH_M3x2
:
3027 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3033 tmp_dst
= ins
->dst
[0];
3034 tmp_src
[0] = ins
->src
[0];
3035 tmp_src
[1] = ins
->src
[1];
3036 for (i
= 0; i
< nComponents
; ++i
)
3038 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3039 shader_glsl_dot(&tmp_ins
);
3040 ++tmp_src
[1].reg
.idx
[0].offset
;
3045 The LRP instruction performs a component-wise linear interpolation
3046 between the second and third operands using the first operand as the
3047 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3048 This is equivalent to mix(src2, src1, src0);
3050 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3052 struct glsl_src_param src0_param
;
3053 struct glsl_src_param src1_param
;
3054 struct glsl_src_param src2_param
;
3057 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3059 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3060 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3061 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3063 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3064 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3067 /** Process the WINED3DSIO_LIT instruction in GLSL:
3068 * dst.x = dst.w = 1.0
3069 * dst.y = (src0.x > 0) ? src0.x
3070 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3071 * where src.w is clamped at +- 128
3073 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3075 struct glsl_src_param src0_param
;
3076 struct glsl_src_param src1_param
;
3077 struct glsl_src_param src3_param
;
3080 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3081 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3083 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3084 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3085 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3087 /* The sdk specifies the instruction like this
3089 * if(src.x > 0.0) dst.y = src.x
3091 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3094 * (where power = src.w clamped between -128 and 128)
3096 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3097 * dst.x = 1.0 ... No further explanation needed
3098 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3099 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3100 * dst.w = 1.0. ... Nothing fancy.
3102 * So we still have one conditional in there. So do this:
3103 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3105 * 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),
3106 * 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.
3107 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3109 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3110 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3111 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3113 shader_addline(ins
->ctx
->buffer
,
3114 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3115 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3116 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3117 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3120 /** Process the WINED3DSIO_DST instruction in GLSL:
3122 * dst.y = src0.x * src0.y
3126 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3128 struct glsl_src_param src0y_param
;
3129 struct glsl_src_param src0z_param
;
3130 struct glsl_src_param src1y_param
;
3131 struct glsl_src_param src1w_param
;
3134 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3135 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3137 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3138 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3139 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3140 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3142 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3143 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3146 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3147 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3148 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3150 * dst.x = cos(src0.?)
3151 * dst.y = sin(src0.?)
3155 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3157 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3158 struct glsl_src_param src0_param
;
3161 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3163 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3165 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3168 case WINED3DSP_WRITEMASK_0
:
3169 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3172 case WINED3DSP_WRITEMASK_1
:
3173 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3176 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3177 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3178 src0_param
.param_str
, src0_param
.param_str
);
3182 ERR("Write mask should be .x, .y or .xy\n");
3189 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3192 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3196 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3197 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3198 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3200 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3201 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3202 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3204 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3205 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3209 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3210 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3211 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3214 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3216 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3217 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3218 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3222 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3223 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3224 * generate invalid code
3226 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3228 struct glsl_src_param src0_param
;
3231 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3232 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3234 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3237 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3238 * Start a for() loop where src1.y is the initial value of aL,
3239 * increment aL by src1.z for a total of src1.x iterations.
3240 * Need to use a temporary variable for this operation.
3242 /* FIXME: I don't think nested loops will work correctly this way. */
3243 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3245 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3246 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3247 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3248 const struct wined3d_shader_lconst
*constant
;
3249 struct glsl_src_param src1_param
;
3250 const DWORD
*control_values
= NULL
;
3252 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3254 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3256 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3257 * class hardware doesn't support real varying indexing, but Microsoft
3258 * designed this feature for Shader model 2.x+. If the loop control is
3259 * known at compile time, the GLSL compiler can unroll the loop, and
3260 * replace indirect addressing with direct addressing. */
3261 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3263 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3265 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3267 control_values
= constant
->value
;
3275 struct wined3d_shader_loop_control loop_control
;
3276 loop_control
.count
= control_values
[0];
3277 loop_control
.start
= control_values
[1];
3278 loop_control
.step
= (int)control_values
[2];
3280 if (loop_control
.step
> 0)
3282 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3283 loop_state
->current_depth
, loop_control
.start
,
3284 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3285 loop_state
->current_depth
, loop_control
.step
);
3287 else if (loop_control
.step
< 0)
3289 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3290 loop_state
->current_depth
, loop_control
.start
,
3291 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3292 loop_state
->current_depth
, loop_control
.step
);
3296 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3297 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3298 loop_state
->current_depth
, loop_control
.count
,
3299 loop_state
->current_depth
);
3304 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3305 loop_state
->current_depth
, loop_state
->current_reg
,
3306 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3307 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3310 ++loop_state
->current_reg
;
3314 shader_addline(buffer
, "for (;;)\n{\n");
3317 ++loop_state
->current_depth
;
3320 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3322 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3324 shader_addline(ins
->ctx
->buffer
, "}\n");
3326 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3328 --loop_state
->current_depth
;
3329 --loop_state
->current_reg
;
3332 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3334 --loop_state
->current_depth
;
3338 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3340 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3341 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3342 const struct wined3d_shader_lconst
*constant
;
3343 struct glsl_src_param src0_param
;
3344 const DWORD
*control_values
= NULL
;
3346 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3347 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3349 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3351 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3353 control_values
= constant
->value
;
3361 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3362 loop_state
->current_depth
, loop_state
->current_depth
,
3363 control_values
[0], loop_state
->current_depth
);
3367 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3368 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3369 loop_state
->current_depth
, loop_state
->current_depth
,
3370 src0_param
.param_str
, loop_state
->current_depth
);
3373 ++loop_state
->current_depth
;
3376 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3378 struct glsl_src_param src0_param
;
3380 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3381 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
3384 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3386 struct glsl_src_param src0_param
;
3387 struct glsl_src_param src1_param
;
3389 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3390 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3392 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3393 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3396 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3398 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3401 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3403 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3406 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3408 shader_addline(ins
->ctx
->buffer
, "break;\n");
3411 /* FIXME: According to MSDN the compare is done per component. */
3412 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3414 struct glsl_src_param src0_param
;
3415 struct glsl_src_param src1_param
;
3417 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3418 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3420 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3421 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3424 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3426 struct glsl_src_param src_param
;
3428 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3429 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3432 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3434 shader_addline(ins
->ctx
->buffer
, "}\n");
3435 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3438 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3440 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3443 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3445 struct glsl_src_param src1_param
;
3447 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3448 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3449 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3452 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3454 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3455 * function only suppresses the unhandled instruction warning
3459 /*********************************************
3460 * Pixel Shader Specific Code begins here
3461 ********************************************/
3462 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3464 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3465 ins
->ctx
->reg_maps
->shader_version
.minor
);
3466 struct glsl_sample_function sample_function
;
3467 DWORD sample_flags
= 0;
3469 DWORD mask
= 0, swizzle
;
3470 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3472 /* 1.0-1.4: Use destination register as sampler source.
3473 * 2.0+: Use provided sampler source. */
3474 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3475 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3477 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3479 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3481 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3482 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3483 enum wined3d_sampler_texture_type sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3485 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3486 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
)
3488 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3489 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3491 case WINED3D_TTFF_COUNT1
:
3492 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3494 case WINED3D_TTFF_COUNT2
:
3495 mask
= WINED3DSP_WRITEMASK_1
;
3497 case WINED3D_TTFF_COUNT3
:
3498 mask
= WINED3DSP_WRITEMASK_2
;
3500 case WINED3D_TTFF_COUNT4
:
3501 case WINED3D_TTFF_DISABLE
:
3502 mask
= WINED3DSP_WRITEMASK_3
;
3507 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3509 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3511 if (src_mod
== WINED3DSPSM_DZ
) {
3512 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3513 mask
= WINED3DSP_WRITEMASK_2
;
3514 } else if (src_mod
== WINED3DSPSM_DW
) {
3515 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3516 mask
= WINED3DSP_WRITEMASK_3
;
3519 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3521 /* ps 2.0 texldp instruction always divides by the fourth component. */
3522 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3523 mask
= WINED3DSP_WRITEMASK_3
;
3527 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3528 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3530 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3531 mask
|= sample_function
.coord_mask
;
3533 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3534 else swizzle
= ins
->src
[1].swizzle
;
3536 /* 1.0-1.3: Use destination register as coordinate source.
3537 1.4+: Use provided coordinate source register. */
3538 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3541 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3542 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3543 "T%u%s", sampler_idx
, coord_mask
);
3547 struct glsl_src_param coord_param
;
3548 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3549 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3551 struct glsl_src_param bias
;
3552 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3553 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3554 "%s", coord_param
.param_str
);
3556 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3557 "%s", coord_param
.param_str
);
3562 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3564 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3565 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3566 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3567 struct glsl_sample_function sample_function
;
3569 DWORD swizzle
= ins
->src
[1].swizzle
;
3570 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3572 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3574 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3575 shader_glsl_tex(ins
);
3579 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3580 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3581 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3583 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3584 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3585 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3586 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3588 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3589 "%s", coord_param
.param_str
);
3592 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3594 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3595 struct glsl_src_param coord_param
, lod_param
;
3596 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3597 struct glsl_sample_function sample_function
;
3599 DWORD swizzle
= ins
->src
[1].swizzle
;
3600 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3602 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3603 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3604 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3605 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3607 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3608 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3610 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3612 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3613 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3615 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3616 * However, the NVIDIA drivers allow them in fragment shaders as well,
3617 * even without the appropriate extension. */
3618 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3620 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3621 "%s", coord_param
.param_str
);
3624 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3626 /* FIXME: Make this work for more than just 2D textures */
3627 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3628 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3630 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3634 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3635 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3636 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3640 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3641 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3642 char dst_swizzle
[6];
3644 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3646 if (src_mod
== WINED3DSPSM_DZ
)
3648 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3649 struct glsl_src_param div_param
;
3651 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3653 if (mask_size
> 1) {
3654 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3656 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3659 else if (src_mod
== WINED3DSPSM_DW
)
3661 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3662 struct glsl_src_param div_param
;
3664 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3666 if (mask_size
> 1) {
3667 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3669 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3672 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3677 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3678 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3679 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3680 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3682 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3683 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3684 struct glsl_sample_function sample_function
;
3685 struct glsl_src_param src0_param
;
3688 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3690 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3691 * scalar, and projected sampling would require 4.
3693 * It is a dependent read - not valid with conditional NP2 textures
3695 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3696 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3701 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3702 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3706 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3707 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3711 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3712 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3716 FIXME("Unexpected mask size %u\n", mask_size
);
3721 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3722 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3723 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3725 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3726 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3727 struct glsl_src_param src0_param
;
3729 unsigned int mask_size
;
3731 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3732 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3733 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3735 if (mask_size
> 1) {
3736 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3738 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3742 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3743 * Calculate the depth as dst.x / dst.y */
3744 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3746 struct glsl_dst_param dst_param
;
3748 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3750 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3751 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3752 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3753 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3756 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3757 dst_param
.reg_name
, dst_param
.reg_name
);
3760 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3761 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3762 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3763 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3765 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3767 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3768 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3769 struct glsl_src_param src0_param
;
3771 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3773 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3774 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3777 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3778 * Calculate the 1st of a 2-row matrix multiplication. */
3779 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3781 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3782 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3783 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3784 struct glsl_src_param src0_param
;
3786 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3787 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3790 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3791 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3792 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3794 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3795 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3796 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3797 DWORD reg
= 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
);
3801 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3802 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3805 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3807 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3808 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3809 struct glsl_sample_function sample_function
;
3810 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3811 struct glsl_src_param src0_param
;
3813 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3814 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3816 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3818 /* Sample the texture using the calculated coordinates */
3819 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3822 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3823 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3824 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3826 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3827 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3828 struct glsl_sample_function sample_function
;
3829 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3830 struct glsl_src_param src0_param
;
3832 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3833 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3835 /* Dependent read, not valid with conditional NP2 */
3836 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3838 /* Sample the texture using the calculated coordinates */
3839 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3841 tex_mx
->current_row
= 0;
3844 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3845 * Perform the 3rd row of a 3x3 matrix multiply */
3846 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3848 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3849 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3850 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3851 struct glsl_src_param src0_param
;
3854 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3856 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3857 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3858 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3860 tex_mx
->current_row
= 0;
3863 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3864 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3865 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3867 struct glsl_src_param src0_param
;
3868 struct glsl_src_param src1_param
;
3869 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3870 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3871 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3872 struct glsl_sample_function sample_function
;
3873 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3876 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3877 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3879 /* Perform the last matrix multiply operation */
3880 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3881 /* Reflection calculation */
3882 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3884 /* Dependent read, not valid with conditional NP2 */
3885 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3886 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3888 /* Sample the texture */
3889 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3890 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3892 tex_mx
->current_row
= 0;
3895 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3896 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3897 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3899 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3900 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3901 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3902 struct glsl_sample_function sample_function
;
3903 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3904 struct glsl_src_param src0_param
;
3907 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3909 /* Perform the last matrix multiply operation */
3910 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3912 /* Construct the eye-ray vector from w coordinates */
3913 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3914 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3915 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3917 /* Dependent read, not valid with conditional NP2 */
3918 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3919 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3921 /* Sample the texture using the calculated coordinates */
3922 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3923 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3925 tex_mx
->current_row
= 0;
3928 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3929 * Apply a fake bump map transform.
3930 * texbem is pshader <= 1.3 only, this saves a few version checks
3932 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3934 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3935 struct glsl_sample_function sample_function
;
3936 struct glsl_src_param coord_param
;
3942 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3943 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3944 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3946 /* Dependent read, not valid with conditional NP2 */
3947 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3948 mask
= sample_function
.coord_mask
;
3950 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3952 /* With projected textures, texbem only divides the static texture coord,
3953 * not the displacement, so we can't let GL handle this. */
3954 if (flags
& WINED3D_PSARGS_PROJECTED
)
3957 char coord_div_mask
[3];
3958 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3960 case WINED3D_TTFF_COUNT1
:
3961 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3963 case WINED3D_TTFF_COUNT2
:
3964 div_mask
= WINED3DSP_WRITEMASK_1
;
3966 case WINED3D_TTFF_COUNT3
:
3967 div_mask
= WINED3DSP_WRITEMASK_2
;
3969 case WINED3D_TTFF_COUNT4
:
3970 case WINED3D_TTFF_DISABLE
:
3971 div_mask
= WINED3DSP_WRITEMASK_3
;
3974 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3975 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3978 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3980 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3981 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3982 coord_param
.param_str
, coord_mask
);
3984 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3986 struct glsl_src_param luminance_param
;
3987 struct glsl_dst_param dst_param
;
3989 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3990 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3992 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
3993 dst_param
.reg_name
, dst_param
.mask_str
,
3994 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3998 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4000 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4001 struct glsl_src_param src0_param
, src1_param
;
4003 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4004 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4006 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4007 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4008 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4011 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4012 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4013 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4015 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4016 struct glsl_sample_function sample_function
;
4017 struct glsl_src_param src0_param
;
4019 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4021 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4022 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4023 "%s.wx", src0_param
.reg_name
);
4026 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4027 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4028 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4030 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4031 struct glsl_sample_function sample_function
;
4032 struct glsl_src_param src0_param
;
4034 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4036 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4037 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4038 "%s.yz", src0_param
.reg_name
);
4041 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4042 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4043 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4045 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4046 struct glsl_sample_function sample_function
;
4047 struct glsl_src_param src0_param
;
4049 /* Dependent read, not valid with conditional NP2 */
4050 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4051 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4053 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4054 "%s", src0_param
.param_str
);
4057 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4058 * If any of the first 3 components are < 0, discard this pixel */
4059 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4061 struct glsl_dst_param dst_param
;
4063 /* The argument is a destination parameter, and no writemasks are allowed */
4064 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4065 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4067 /* 2.0 shaders compare all 4 components in texkill */
4068 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4070 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4071 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4072 * 4 components are defined, only the first 3 are used
4074 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4078 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4079 * dst = dot2(src0, src1) + src2 */
4080 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4082 struct glsl_src_param src0_param
;
4083 struct glsl_src_param src1_param
;
4084 struct glsl_src_param src2_param
;
4086 unsigned int mask_size
;
4088 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4089 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4091 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4092 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4093 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4095 if (mask_size
> 1) {
4096 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4097 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4099 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4100 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4104 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4105 const struct wined3d_shader_signature_element
*input_signature
,
4106 const struct wined3d_shader_reg_maps
*reg_maps
,
4107 enum vertexprocessing_mode vertexprocessing
)
4109 WORD map
= reg_maps
->input_registers
;
4112 for (i
= 0; map
; map
>>= 1, ++i
)
4114 const char *semantic_name
;
4119 if (!(map
& 1)) continue;
4121 semantic_name
= input_signature
[i
].semantic_name
;
4122 semantic_idx
= input_signature
[i
].semantic_idx
;
4123 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4125 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4127 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4128 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4129 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4131 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4132 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4134 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4137 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4138 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4139 else if (semantic_idx
== 1)
4140 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4141 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4143 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4144 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4148 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4149 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4154 /*********************************************
4155 * Vertex Shader Specific Code begins here
4156 ********************************************/
4158 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4160 struct glsl_program_key key
;
4162 key
.vs_id
= entry
->vs
.id
;
4163 key
.gs_id
= entry
->gs
.id
;
4164 key
.ps_id
= entry
->ps
.id
;
4166 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4168 ERR("Failed to insert program entry.\n");
4172 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4173 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4175 struct wine_rb_entry
*entry
;
4176 struct glsl_program_key key
;
4182 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4183 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4186 /* Context activation is done by the caller. */
4187 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4188 struct glsl_shader_prog_link
*entry
)
4190 struct glsl_program_key key
;
4192 key
.vs_id
= entry
->vs
.id
;
4193 key
.gs_id
= entry
->gs
.id
;
4194 key
.ps_id
= entry
->ps
.id
;
4195 wine_rb_remove(&priv
->program_lookup
, &key
);
4197 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4199 list_remove(&entry
->vs
.shader_entry
);
4201 list_remove(&entry
->gs
.shader_entry
);
4203 list_remove(&entry
->ps
.shader_entry
);
4204 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4205 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4206 HeapFree(GetProcessHeap(), 0, entry
);
4209 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4210 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4211 const struct wined3d_shader_signature_element
*input_signature
,
4212 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4213 const struct wined3d_shader_signature_element
*output_signature
,
4214 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4217 const char *semantic_name_in
;
4218 UINT semantic_idx_in
;
4221 unsigned int in_count
= vec4_varyings(3, gl_info
);
4223 char destination
[50];
4224 WORD input_map
, output_map
;
4226 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4228 input_map
= reg_maps_in
->input_registers
;
4229 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4231 if (!(input_map
& 1)) continue;
4234 /* Declared, but not read register */
4235 if (in_idx
== ~0U) continue;
4236 if (in_idx
>= (in_count
+ 2))
4238 FIXME("More input varyings declared than supported, expect issues.\n");
4242 if (in_idx
== in_count
)
4243 sprintf(destination
, "gl_FrontColor");
4244 else if (in_idx
== in_count
+ 1)
4245 sprintf(destination
, "gl_FrontSecondaryColor");
4247 sprintf(destination
, "ps_in[%u]", in_idx
);
4249 semantic_name_in
= input_signature
[i
].semantic_name
;
4250 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4253 output_map
= reg_maps_out
->output_registers
;
4254 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4258 if (!(output_map
& 1)
4259 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4260 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4261 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4265 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4267 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4268 destination
, reg_mask
, j
, reg_mask
);
4272 for (i
= 0; i
< in_count
+ 2; ++i
)
4276 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4279 if (set
[i
] == ~0U) set
[i
] = 0;
4282 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4283 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4284 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4285 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4286 reg_mask
[size
] = '\0';
4289 sprintf(destination
, "gl_FrontColor");
4290 else if (i
== in_count
+ 1)
4291 sprintf(destination
, "gl_FrontSecondaryColor");
4293 sprintf(destination
, "ps_in[%u]", i
);
4295 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4296 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4299 HeapFree(GetProcessHeap(), 0, set
);
4302 /* Context activation is done by the caller. */
4303 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4304 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4305 const struct wined3d_gl_info
*gl_info
)
4307 GLhandleARB ret
= 0;
4308 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4310 const char *semantic_name
;
4313 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4314 WORD map
= vs
->reg_maps
.output_registers
;
4316 shader_buffer_clear(buffer
);
4318 shader_addline(buffer
, "#version 120\n");
4322 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4324 for (i
= 0; map
; map
>>= 1, ++i
)
4328 if (!(map
& 1)) continue;
4330 semantic_name
= output_signature
[i
].semantic_name
;
4331 semantic_idx
= output_signature
[i
].semantic_idx
;
4332 write_mask
= output_signature
[i
].mask
;
4333 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4335 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4338 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4339 reg_mask
, i
, reg_mask
);
4340 else if (semantic_idx
== 1)
4341 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4342 reg_mask
, i
, reg_mask
);
4344 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4346 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4347 reg_mask
, i
, reg_mask
);
4349 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4351 if (semantic_idx
< 8)
4353 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4354 write_mask
|= WINED3DSP_WRITEMASK_3
;
4356 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4357 semantic_idx
, reg_mask
, i
, reg_mask
);
4358 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4359 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4362 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4364 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4366 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4368 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4371 shader_addline(buffer
, "}\n");
4375 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
4376 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4377 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4378 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4380 /* First, sort out position and point size. Those are not passed to the pixel shader */
4381 for (i
= 0; map
; map
>>= 1, ++i
)
4383 if (!(map
& 1)) continue;
4385 semantic_name
= output_signature
[i
].semantic_name
;
4386 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4388 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4390 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4391 reg_mask
, i
, reg_mask
);
4393 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4395 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4399 /* Then, fix the pixel shader input */
4400 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4401 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4403 shader_addline(buffer
, "}\n");
4406 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4407 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4408 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4413 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4415 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4416 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4417 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4418 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4419 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4420 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4423 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum fogmode mode
)
4431 /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
4432 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
4436 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4437 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4441 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4442 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4446 ERR("Invalid fog mode %#x.\n", mode
);
4450 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4453 /* Context activation is done by the caller. */
4454 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4455 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4456 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4458 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4459 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4460 const DWORD
*function
= shader
->function
;
4461 struct shader_glsl_ctx_priv priv_ctx
;
4463 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4464 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4466 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4467 priv_ctx
.cur_ps_args
= args
;
4468 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4470 shader_addline(buffer
, "#version 120\n");
4472 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4473 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4474 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4475 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4476 /* The spec says that it doesn't have to be explicitly enabled, but the
4477 * nvidia drivers write a warning if we don't do so. */
4478 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4479 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4480 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4481 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4483 /* Base Declarations */
4484 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4486 /* Pack 3.0 inputs */
4487 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4488 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4490 /* Base Shader Body */
4491 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4493 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4494 if (reg_maps
->shader_version
.major
< 2)
4496 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4497 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4500 if (args
->srgb_correction
)
4501 shader_glsl_generate_srgb_write_correction(buffer
);
4503 /* SM < 3 does not replace the fog stage. */
4504 if (reg_maps
->shader_version
.major
< 3)
4505 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4507 shader_addline(buffer
, "}\n");
4509 TRACE("Compiling shader object %u\n", shader_obj
);
4510 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4512 /* Store the shader object */
4516 /* Context activation is done by the caller. */
4517 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4518 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4519 const struct vs_compile_args
*args
)
4521 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4522 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4523 const DWORD
*function
= shader
->function
;
4524 struct shader_glsl_ctx_priv priv_ctx
;
4526 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4527 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4529 shader_addline(buffer
, "#version 120\n");
4531 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4532 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4533 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4534 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4536 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4537 priv_ctx
.cur_vs_args
= args
;
4539 /* Base Declarations */
4540 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4542 /* Base Shader Body */
4543 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4545 /* Unpack outputs */
4546 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4548 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4549 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4550 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4551 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4553 if (args
->fog_src
== VS_FOG_Z
)
4554 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4555 else if (!reg_maps
->fog
)
4556 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4558 /* We always store the clipplanes without y inversion */
4559 if (args
->clip_enabled
)
4560 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4562 /* Write the final position.
4564 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4565 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4566 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4567 * contains 1.0 to allow a mad.
4569 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4570 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4572 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4574 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4575 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4576 * which is the same as z = z * 2 - w.
4578 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4580 shader_addline(buffer
, "}\n");
4582 TRACE("Compiling shader object %u\n", shader_obj
);
4583 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4588 /* Context activation is done by the caller. */
4589 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4590 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4592 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4593 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4594 const DWORD
*function
= shader
->function
;
4595 struct shader_glsl_ctx_priv priv_ctx
;
4596 GLhandleARB shader_id
;
4598 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4600 shader_addline(buffer
, "#version 120\n");
4602 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4603 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4604 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4605 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4606 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4607 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4609 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4610 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4611 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4612 shader_addline(buffer
, "}\n");
4614 TRACE("Compiling shader object %u.\n", shader_id
);
4615 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4620 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4621 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4622 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4624 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4625 struct glsl_shader_private
*shader_data
;
4626 struct ps_np2fixup_info
*np2fixup
;
4631 if (!shader
->backend_data
)
4633 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4634 if (!shader
->backend_data
)
4636 ERR("Failed to allocate backend data.\n");
4640 shader_data
= shader
->backend_data
;
4641 gl_shaders
= shader_data
->gl_shaders
.ps
;
4643 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4644 * so a linear search is more performant than a hashmap or a binary search
4645 * (cache coherency etc)
4647 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4649 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4651 if (args
->np2_fixup
)
4652 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4653 return gl_shaders
[i
].prgId
;
4657 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4658 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4659 if (shader_data
->num_gl_shaders
)
4661 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4662 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4663 new_size
* sizeof(*gl_shaders
));
4667 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4672 ERR("Out of memory\n");
4675 shader_data
->gl_shaders
.ps
= new_array
;
4676 shader_data
->shader_array_size
= new_size
;
4677 gl_shaders
= new_array
;
4680 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4682 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4683 memset(np2fixup
, 0, sizeof(*np2fixup
));
4684 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4686 pixelshader_update_samplers(shader
, args
->tex_types
);
4688 shader_buffer_clear(buffer
);
4689 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4690 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4695 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4696 const DWORD use_map
) {
4697 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4698 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4699 return stored
->fog_src
== new->fog_src
;
4702 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4703 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4704 const struct vs_compile_args
*args
)
4708 DWORD use_map
= shader
->device
->stream_info
.use_map
;
4709 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4710 struct glsl_shader_private
*shader_data
;
4713 if (!shader
->backend_data
)
4715 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4716 if (!shader
->backend_data
)
4718 ERR("Failed to allocate backend data.\n");
4722 shader_data
= shader
->backend_data
;
4723 gl_shaders
= shader_data
->gl_shaders
.vs
;
4725 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4726 * so a linear search is more performant than a hashmap or a binary search
4727 * (cache coherency etc)
4729 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4731 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4732 return gl_shaders
[i
].prgId
;
4735 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4737 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4738 if (shader_data
->num_gl_shaders
)
4740 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4741 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4742 new_size
* sizeof(*gl_shaders
));
4746 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4751 ERR("Out of memory\n");
4754 shader_data
->gl_shaders
.vs
= new_array
;
4755 shader_data
->shader_array_size
= new_size
;
4756 gl_shaders
= new_array
;
4759 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4761 shader_buffer_clear(buffer
);
4762 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4763 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4768 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4769 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4771 struct glsl_gs_compiled_shader
*gl_shaders
;
4772 struct glsl_shader_private
*shader_data
;
4775 if (!shader
->backend_data
)
4777 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4779 ERR("Failed to allocate backend data.\n");
4783 shader_data
= shader
->backend_data
;
4784 gl_shaders
= shader_data
->gl_shaders
.gs
;
4786 if (shader_data
->num_gl_shaders
)
4787 return gl_shaders
[0].id
;
4789 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4791 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4793 ERR("Failed to allocate GL shader array.\n");
4796 shader_data
->shader_array_size
= 1;
4797 gl_shaders
= shader_data
->gl_shaders
.gs
;
4799 shader_buffer_clear(buffer
);
4800 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4801 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4806 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4810 case WINED3D_MCS_MATERIAL
:
4812 case WINED3D_MCS_COLOR1
:
4814 case WINED3D_MCS_COLOR2
:
4815 return "gl_SecondaryColor";
4817 ERR("Invalid material color source %#x.\n", mcs
);
4822 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4823 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4825 const char *diffuse
, *specular
, *emission
, *ambient
;
4826 enum wined3d_light_type light_type
;
4829 if (!settings
->lighting
)
4831 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4832 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4836 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4837 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4838 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4839 shader_addline(buffer
, "vec3 dir, dst, half;\n");
4840 shader_addline(buffer
, "float att, t;\n");
4842 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4843 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4844 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4845 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4847 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4850 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4853 case WINED3D_LIGHT_POINT
:
4854 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4855 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4856 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4857 shader_addline(buffer
, "dst.x = 1.0;\n");
4858 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4859 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4860 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4861 if (!settings
->normal
)
4863 shader_addline(buffer
, "dir = normalize(dir);\n");
4864 shader_addline(buffer
, "diffuse += (max(0.0, dot(dir, normal))"
4865 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4866 if (settings
->localviewer
)
4867 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4869 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4870 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4871 " * gl_LightSource[%u].specular) / att;\n", i
);
4874 case WINED3D_LIGHT_SPOT
:
4875 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4876 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4877 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4878 shader_addline(buffer
, "dst.x = 1.0;\n");
4879 shader_addline(buffer
, "dir = normalize(dir);\n");
4880 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4881 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4882 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4883 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4884 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4886 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4887 if (!settings
->normal
)
4889 shader_addline(buffer
, "diffuse += (max(0.0, dot(dir, normal))"
4890 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4891 if (settings
->localviewer
)
4892 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4894 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4895 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4896 " * gl_LightSource[%u].specular) * att;\n", i
);
4899 case WINED3D_LIGHT_DIRECTIONAL
:
4900 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4901 if (!settings
->normal
)
4903 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4904 shader_addline(buffer
, "diffuse += max(0.0, dot(dir, normal)) * gl_LightSource[%u].diffuse.xyz;\n", i
);
4905 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4906 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4907 " * gl_LightSource[%u].specular;\n", i
);
4912 FIXME("Unhandled light type %#x.\n", light_type
);
4917 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4918 ambient
, diffuse
, emission
);
4919 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4920 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4923 /* Context activation is done by the caller. */
4924 static GLhandleARB
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4925 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4927 GLhandleARB shader_obj
;
4930 shader_buffer_clear(buffer
);
4932 shader_addline(buffer
, "#version 120\n");
4933 shader_addline(buffer
, "\n");
4934 shader_addline(buffer
, "void main()\n{\n");
4935 shader_addline(buffer
, "float m;\n");
4936 shader_addline(buffer
, "vec3 r;\n");
4938 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4939 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4940 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4941 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4943 if (!settings
->normal
)
4944 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
4945 else if (settings
->normalize
)
4946 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
4948 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
4950 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
4952 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4954 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
4956 case WINED3DTSS_TCI_PASSTHRU
:
4957 if (settings
->texcoords
& (1 << i
))
4958 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
4962 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
4963 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
4966 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
4967 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
4970 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
4971 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
4972 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
4975 case WINED3DTSS_TCI_SPHEREMAP
:
4976 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
4977 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
4978 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
4979 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);", i
, i
);
4983 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
4988 switch (settings
->fog_mode
)
4990 case WINED3D_FFP_VS_FOG_OFF
:
4993 case WINED3D_FFP_VS_FOG_FOGCOORD
:
4994 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
4997 case WINED3D_FFP_VS_FOG_RANGE
:
4998 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5001 case WINED3D_FFP_VS_FOG_DEPTH
:
5002 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5006 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5010 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5011 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5012 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5013 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5015 shader_addline(buffer
, "}\n");
5017 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5018 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5023 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5024 DWORD argnum
, unsigned int stage
, DWORD arg
)
5028 if (arg
== ARG_UNUSED
)
5029 return "<unused arg>";
5031 switch (arg
& WINED3DTA_SELECTMASK
)
5033 case WINED3DTA_DIFFUSE
:
5037 case WINED3DTA_CURRENT
:
5044 case WINED3DTA_TEXTURE
:
5047 case 0: ret
= "tex0"; break;
5048 case 1: ret
= "tex1"; break;
5049 case 2: ret
= "tex2"; break;
5050 case 3: ret
= "tex3"; break;
5051 case 4: ret
= "tex4"; break;
5052 case 5: ret
= "tex5"; break;
5053 case 6: ret
= "tex6"; break;
5054 case 7: ret
= "tex7"; break;
5056 ret
= "<invalid texture>";
5061 case WINED3DTA_TFACTOR
:
5065 case WINED3DTA_SPECULAR
:
5066 ret
= "gl_SecondaryColor";
5069 case WINED3DTA_TEMP
:
5073 case WINED3DTA_CONSTANT
:
5074 FIXME("Per-stage constants not implemented.\n");
5077 case 0: ret
= "const0"; break;
5078 case 1: ret
= "const1"; break;
5079 case 2: ret
= "const2"; break;
5080 case 3: ret
= "const3"; break;
5081 case 4: ret
= "const4"; break;
5082 case 5: ret
= "const5"; break;
5083 case 6: ret
= "const6"; break;
5084 case 7: ret
= "const7"; break;
5086 ret
= "<invalid constant>";
5092 return "<unhandled arg>";
5095 if (arg
& WINED3DTA_COMPLEMENT
)
5097 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5100 else if (argnum
== 1)
5102 else if (argnum
== 2)
5106 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5108 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5111 else if (argnum
== 1)
5113 else if (argnum
== 2)
5120 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5121 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5123 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5133 dstreg
= "temp_reg";
5137 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5138 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5139 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5143 case WINED3D_TOP_DISABLE
:
5145 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5148 case WINED3D_TOP_SELECT_ARG1
:
5149 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5152 case WINED3D_TOP_SELECT_ARG2
:
5153 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5156 case WINED3D_TOP_MODULATE
:
5157 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5160 case WINED3D_TOP_MODULATE_4X
:
5161 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5162 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5165 case WINED3D_TOP_MODULATE_2X
:
5166 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5167 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5170 case WINED3D_TOP_ADD
:
5171 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5172 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5175 case WINED3D_TOP_ADD_SIGNED
:
5176 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5177 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5180 case WINED3D_TOP_ADD_SIGNED_2X
:
5181 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5182 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5185 case WINED3D_TOP_SUBTRACT
:
5186 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5187 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5190 case WINED3D_TOP_ADD_SMOOTH
:
5191 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5192 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5195 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5196 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5197 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5198 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5201 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5202 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5203 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5204 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5207 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5208 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5209 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5210 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5213 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5214 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5215 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5216 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5219 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5220 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5221 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5222 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5225 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5226 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5227 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5230 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5231 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5232 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5235 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5236 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5237 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5239 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5240 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5241 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5244 case WINED3D_TOP_BUMPENVMAP
:
5245 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5246 /* These are handled in the first pass, nothing to do. */
5249 case WINED3D_TOP_DOTPRODUCT3
:
5250 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5251 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5254 case WINED3D_TOP_MULTIPLY_ADD
:
5255 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5256 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5259 case WINED3D_TOP_LERP
:
5260 /* MSDN isn't quite right here. */
5261 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5262 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5266 FIXME("Unhandled operation %#x.\n", op
);
5271 /* Context activation is done by the caller. */
5272 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5273 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5275 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5276 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0;
5277 const char *final_combiner_src
= "ret";
5278 UINT lowest_disabled_stage
;
5279 GLhandleARB shader_obj
;
5280 DWORD arg0
, arg1
, arg2
;
5283 shader_buffer_clear(buffer
);
5285 /* Find out which textures are read */
5286 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5288 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5291 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5292 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5293 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5295 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5296 tex_map
|= 1 << stage
;
5297 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5298 tfactor_used
= TRUE
;
5299 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5300 tempreg_used
= TRUE
;
5301 if (settings
->op
[stage
].dst
== tempreg
)
5302 tempreg_used
= TRUE
;
5304 switch (settings
->op
[stage
].cop
)
5306 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5307 lum_map
|= 1 << stage
;
5309 case WINED3D_TOP_BUMPENVMAP
:
5310 bump_map
|= 1 << stage
;
5312 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5313 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5314 tex_map
|= 1 << stage
;
5317 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5318 tfactor_used
= TRUE
;
5325 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5328 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5329 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5330 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5332 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5333 tex_map
|= 1 << stage
;
5334 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5335 tfactor_used
= TRUE
;
5336 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5337 tempreg_used
= TRUE
;
5339 lowest_disabled_stage
= stage
;
5341 shader_addline(buffer
, "#version 120\n");
5343 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5344 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5346 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5347 shader_addline(buffer
, "vec4 ret;\n");
5348 if (tempreg_used
|| settings
->sRGB_write
)
5349 shader_addline(buffer
, "vec4 temp_reg;\n");
5350 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5352 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5354 if (!(tex_map
& (1 << stage
)))
5357 switch (settings
->op
[stage
].tex_type
)
5360 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5363 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5366 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5369 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5372 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5375 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5379 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5381 if (!(bump_map
& (1 << stage
)))
5383 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5385 if (!(lum_map
& (1 << stage
)))
5387 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5388 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5391 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5392 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5394 if (settings
->sRGB_write
)
5396 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
5397 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
5398 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
5402 shader_addline(buffer
, "void main()\n{\n");
5404 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5405 shader_addline(buffer
, "if (any(lessThan(gl_texCoord[7], vec4(0.0)))) discard;\n");
5407 /* Generate texture sampling instructions) */
5408 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5410 const char *texture_function
, *coord_mask
;
5411 char tex_reg_name
[8];
5414 if (!(tex_map
& (1 << stage
)))
5417 if (settings
->op
[stage
].projected
== proj_none
)
5421 else if (settings
->op
[stage
].projected
== proj_count4
5422 || settings
->op
[stage
].projected
== proj_count3
)
5428 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5432 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
5433 || settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5438 switch (settings
->op
[stage
].tex_type
)
5443 texture_function
= "texture1DProj";
5448 texture_function
= "texture1D";
5455 texture_function
= "texture2DProj";
5460 texture_function
= "texture2D";
5467 texture_function
= "texture3DProj";
5468 coord_mask
= "xyzw";
5472 texture_function
= "texture3D";
5477 texture_function
= "textureCube";
5483 texture_function
= "texture2DRectProj";
5488 texture_function
= "texture2DRect";
5493 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5494 texture_function
= "";
5495 coord_mask
= "xyzw";
5500 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5501 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5503 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5505 /* With projective textures, texbem only divides the static
5506 * texture coord, not the displacement, so multiply the
5507 * displacement with the dividing parameter before passing it to
5509 if (settings
->op
[stage
].projected
!= proj_none
)
5511 if (settings
->op
[stage
].projected
== proj_count4
)
5513 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5515 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5519 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5521 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5526 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5530 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
5531 stage
, texture_function
, stage
, coord_mask
);
5533 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5534 stage
, texture_function
, stage
, coord_mask
);
5536 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5537 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5538 stage
, stage
- 1, stage
- 1, stage
- 1);
5540 else if (settings
->op
[stage
].projected
== proj_count3
)
5543 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
5544 stage
, texture_function
, stage
, stage
);
5546 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5547 stage
, texture_function
, stage
, stage
);
5552 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
5553 stage
, texture_function
, stage
, stage
, coord_mask
);
5555 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5556 stage
, texture_function
, stage
, stage
, coord_mask
);
5559 sprintf(tex_reg_name
, "tex%u", stage
);
5560 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5561 settings
->op
[stage
].color_fixup
);
5564 /* Generate the main shader */
5565 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5569 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5572 final_combiner_src
= "gl_Color";
5576 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5577 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5578 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5579 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5580 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5581 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5582 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5583 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5584 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5585 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5586 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5587 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5589 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5590 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5591 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5592 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5594 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5596 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5597 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5598 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5600 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5604 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5605 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5606 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5610 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5611 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5612 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5613 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5614 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5615 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5619 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5621 if (settings
->sRGB_write
)
5622 shader_glsl_generate_srgb_write_correction(buffer
);
5624 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5626 shader_addline(buffer
, "}\n");
5628 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5629 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5633 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5634 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5636 struct glsl_ffp_vertex_shader
*shader
;
5637 const struct wine_rb_entry
*entry
;
5639 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5640 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5642 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5645 shader
->desc
.settings
= *settings
;
5646 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5647 list_init(&shader
->linked_programs
);
5648 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5649 ERR("Failed to insert ffp vertex shader.\n");
5654 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5655 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5657 struct glsl_ffp_fragment_shader
*glsl_desc
;
5658 const struct ffp_frag_desc
*desc
;
5660 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5661 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5663 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5666 glsl_desc
->entry
.settings
= *args
;
5667 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5668 list_init(&glsl_desc
->linked_programs
);
5669 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5675 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5676 GLhandleARB program_id
, struct glsl_vs_program
*vs
)
5681 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5682 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5683 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
5685 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5686 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5689 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5691 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5692 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5695 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5698 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5699 GLhandleARB program_id
, struct glsl_ps_program
*ps
)
5704 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5705 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5706 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
5708 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5709 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5712 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5714 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5715 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5718 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5720 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5721 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5722 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5723 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5724 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5725 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5728 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5729 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5730 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5731 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5734 /* Context activation is done by the caller. */
5735 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5736 struct shader_glsl_priv
*priv
)
5738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5739 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5740 struct glsl_shader_prog_link
*entry
= NULL
;
5741 struct wined3d_shader
*vshader
= NULL
;
5742 struct wined3d_shader
*gshader
= NULL
;
5743 struct wined3d_shader
*pshader
= NULL
;
5744 GLhandleARB programId
= 0;
5745 GLhandleARB reorder_shader_id
= 0;
5747 struct ps_compile_args ps_compile_args
;
5748 struct vs_compile_args vs_compile_args
;
5749 GLhandleARB vs_id
, gs_id
, ps_id
;
5750 struct list
*ps_list
, *vs_list
;
5751 struct wined3d_device
*device
= context
->swapchain
->device
;
5755 vshader
= state
->vertex_shader
;
5756 find_vs_compile_args(state
, vshader
, &vs_compile_args
);
5757 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5758 vs_list
= &vshader
->linked_programs
;
5760 if ((gshader
= state
->geometry_shader
))
5761 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5765 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5767 struct glsl_ffp_vertex_shader
*ffp_shader
;
5768 struct wined3d_ffp_vs_settings settings
;
5770 wined3d_ffp_get_vs_settings(state
, &device
->stream_info
, &settings
);
5771 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5772 vs_id
= ffp_shader
->id
;
5773 vs_list
= &ffp_shader
->linked_programs
;
5785 pshader
= state
->pixel_shader
;
5786 find_ps_compile_args(state
, pshader
, &ps_compile_args
);
5787 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5788 pshader
, &ps_compile_args
, &np2fixup_info
);
5789 ps_list
= &pshader
->linked_programs
;
5791 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5793 struct glsl_ffp_fragment_shader
*ffp_shader
;
5794 struct ffp_frag_settings settings
;
5796 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5797 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5798 ps_id
= ffp_shader
->id
;
5799 ps_list
= &ffp_shader
->linked_programs
;
5806 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5808 priv
->glsl_program
= entry
;
5812 /* If we get to this point, then no matching program exists, so we create one */
5813 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5814 TRACE("Created new GLSL shader program %u\n", programId
);
5816 /* Create the entry */
5817 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5818 entry
->programId
= programId
;
5819 entry
->vs
.id
= vs_id
;
5820 entry
->gs
.id
= gs_id
;
5821 entry
->ps
.id
= ps_id
;
5822 entry
->constant_version
= 0;
5823 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5824 /* Add the hash table entry */
5825 add_glsl_program_entry(priv
, entry
);
5827 /* Set the current program */
5828 priv
->glsl_program
= entry
;
5830 /* Attach GLSL vshader */
5833 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5834 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5835 checkGLcall("glAttachObjectARB");
5837 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5842 WORD map
= vshader
->reg_maps
.input_registers
;
5845 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5846 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5847 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5848 checkGLcall("glAttachObjectARB");
5849 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5852 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5854 /* Bind vertex attributes to a corresponding index number to match
5855 * the same index numbers as ARB_vertex_programs (makes loading
5856 * vertex attributes simpler). With this method, we can use the
5857 * exact same code to load the attributes later for both ARB and
5860 * We have to do this here because we need to know the Program ID
5861 * in order to make the bindings work, and it has to be done prior
5862 * to linking the GLSL program. */
5863 for (i
= 0; map
; map
>>= 1, ++i
)
5865 if (!(map
& 1)) continue;
5867 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5868 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5870 checkGLcall("glBindAttribLocationARB");
5875 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5876 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5877 checkGLcall("glAttachObjectARB");
5879 TRACE("input type %s, output type %s, vertices out %u.\n",
5880 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5881 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5882 gshader
->u
.gs
.vertices_out
);
5883 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5884 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5885 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5886 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5887 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5888 gshader
->u
.gs
.vertices_out
));
5889 checkGLcall("glProgramParameteriARB");
5891 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5894 /* Attach GLSL pshader */
5897 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5898 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5899 checkGLcall("glAttachObjectARB");
5901 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5904 /* Link the program */
5905 TRACE("Linking GLSL shader program %u\n", programId
);
5906 GL_EXTCALL(glLinkProgramARB(programId
));
5907 shader_glsl_validate_link(gl_info
, programId
);
5909 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
);
5910 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
);
5911 checkGLcall("Find glsl program uniform locations");
5913 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5914 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5916 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5917 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
5921 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
5924 /* Set the shader to allow uniform loading on it */
5925 GL_EXTCALL(glUseProgramObjectARB(programId
));
5926 checkGLcall("glUseProgramObjectARB(programId)");
5928 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5929 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5930 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5931 * vertex shader with fixed function pixel processing is used we make sure that the card
5932 * supports enough samplers to allow the max number of vertex samplers with all possible
5933 * fixed function fragment processing setups. So once the program is linked these samplers
5936 shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
5937 shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
5940 /* Context activation is done by the caller. */
5941 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
5943 GLhandleARB program_id
;
5944 GLhandleARB vshader_id
, pshader_id
;
5945 const char *blt_pshader
;
5947 static const char *blt_vshader
=
5951 " gl_Position = gl_Vertex;\n"
5952 " gl_FrontColor = vec4(1.0);\n"
5953 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
5956 static const char * const blt_pshaders_full
[tex_type_count
] =
5962 "uniform sampler2D sampler;\n"
5965 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5971 "uniform samplerCube sampler;\n"
5974 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5978 "#extension GL_ARB_texture_rectangle : enable\n"
5979 "uniform sampler2DRect sampler;\n"
5982 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5986 static const char * const blt_pshaders_masked
[tex_type_count
] =
5992 "uniform sampler2D sampler;\n"
5993 "uniform vec4 mask;\n"
5996 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5997 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6003 "uniform samplerCube sampler;\n"
6004 "uniform vec4 mask;\n"
6007 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6008 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6012 "#extension GL_ARB_texture_rectangle : enable\n"
6013 "uniform sampler2DRect sampler;\n"
6014 "uniform vec4 mask;\n"
6017 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6018 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6022 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6025 FIXME("tex_type %#x not supported\n", tex_type
);
6029 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
6030 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6032 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
6033 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6035 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
6036 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
6037 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
6038 GL_EXTCALL(glLinkProgramARB(program_id
));
6040 shader_glsl_validate_link(gl_info
, program_id
);
6042 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6045 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
6046 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
6050 /* Context activation is done by the caller. */
6051 static void shader_glsl_select(void *shader_priv
, const struct wined3d_context
*context
,
6052 const struct wined3d_state
*state
)
6054 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6055 struct shader_glsl_priv
*priv
= shader_priv
;
6056 GLhandleARB program_id
= 0;
6057 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6059 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6060 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6062 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vs
.vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
6063 set_glsl_shader_program(context
, state
, priv
);
6064 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vs
.vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
6065 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6067 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6069 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6070 checkGLcall("glClampColorARB");
6074 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6078 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
6079 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6080 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6081 checkGLcall("glUseProgramObjectARB");
6083 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
6084 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
6085 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
6086 if (priv
->glsl_program
&& priv
->glsl_program
->ps
.np2_fixup_info
)
6088 shader_glsl_load_np2fixup_constants(priv
, gl_info
, state
);
6092 /* Context activation is done by the caller. */
6093 static void shader_glsl_disable(void *shader_priv
, const struct wined3d_context
*context
)
6095 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6096 struct shader_glsl_priv
*priv
= shader_priv
;
6098 priv
->glsl_program
= NULL
;
6099 GL_EXTCALL(glUseProgramObjectARB(0));
6100 checkGLcall("glUseProgramObjectARB");
6102 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6103 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6105 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6107 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6108 checkGLcall("glClampColorARB");
6112 /* Context activation is done by the caller. */
6113 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6114 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6116 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6117 struct shader_glsl_priv
*priv
= shader_priv
;
6118 GLhandleARB
*blt_program
;
6121 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6124 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6125 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
6126 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6127 GL_EXTCALL(glUniform1iARB(loc
, 0));
6131 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6136 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
6137 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6141 /* Context activation is done by the caller. */
6142 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6144 struct shader_glsl_priv
*priv
= shader_priv
;
6145 GLhandleARB program_id
;
6147 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
6148 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6150 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6151 checkGLcall("glUseProgramObjectARB");
6154 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6156 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6157 struct wined3d_device
*device
= shader
->device
;
6158 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6159 const struct wined3d_gl_info
*gl_info
;
6160 const struct list
*linked_programs
;
6161 struct wined3d_context
*context
;
6163 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6165 HeapFree(GetProcessHeap(), 0, shader_data
);
6166 shader
->backend_data
= NULL
;
6170 context
= context_acquire(device
, NULL
);
6171 gl_info
= context
->gl_info
;
6173 TRACE("Deleting linked programs.\n");
6174 linked_programs
= &shader
->linked_programs
;
6175 if (linked_programs
->next
)
6177 struct glsl_shader_prog_link
*entry
, *entry2
;
6180 switch (shader
->reg_maps
.shader_version
.type
)
6182 case WINED3D_SHADER_TYPE_PIXEL
:
6184 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6186 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6187 struct glsl_shader_prog_link
, ps
.shader_entry
)
6189 delete_glsl_program_entry(priv
, gl_info
, entry
);
6192 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6194 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
6195 if (priv
->glsl_program
&& priv
->glsl_program
->ps
.id
== gl_shaders
[i
].prgId
)
6196 shader_glsl_disable(priv
, context
);
6197 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6198 checkGLcall("glDeleteObjectARB");
6200 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6205 case WINED3D_SHADER_TYPE_VERTEX
:
6207 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6209 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6210 struct glsl_shader_prog_link
, vs
.shader_entry
)
6212 delete_glsl_program_entry(priv
, gl_info
, entry
);
6215 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6217 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
6218 if (priv
->glsl_program
&& priv
->glsl_program
->vs
.id
== gl_shaders
[i
].prgId
)
6219 shader_glsl_disable(priv
, context
);
6220 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6221 checkGLcall("glDeleteObjectARB");
6223 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6228 case WINED3D_SHADER_TYPE_GEOMETRY
:
6230 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6232 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6233 struct glsl_shader_prog_link
, gs
.shader_entry
)
6235 delete_glsl_program_entry(priv
, gl_info
, entry
);
6238 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6240 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6241 if (priv
->glsl_program
&& priv
->glsl_program
->gs
.id
== gl_shaders
[i
].id
)
6242 shader_glsl_disable(priv
, context
);
6243 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6244 checkGLcall("glDeleteObjectARB");
6246 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6252 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6257 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6258 shader
->backend_data
= NULL
;
6260 context_release(context
);
6263 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6265 const struct glsl_program_key
*k
= key
;
6266 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6267 const struct glsl_shader_prog_link
, program_lookup_entry
);
6269 if (k
->vs_id
> prog
->vs
.id
) return 1;
6270 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6272 if (k
->gs_id
> prog
->gs
.id
) return 1;
6273 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6275 if (k
->ps_id
> prog
->ps
.id
) return 1;
6276 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6281 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6283 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
6284 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6288 ERR("Failed to allocate memory\n");
6292 heap
->entries
= mem
;
6293 heap
->entries
[1].version
= 0;
6294 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
6300 static void constant_heap_free(struct constant_heap
*heap
)
6302 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6305 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6310 glsl_program_key_compare
,
6313 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6314 const struct fragment_pipeline
*fragment_pipe
)
6316 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6317 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6318 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6319 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6320 struct fragment_caps fragment_caps
;
6321 void *vertex_priv
, *fragment_priv
;
6323 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6325 ERR("Failed to initialize vertex pipe.\n");
6326 HeapFree(GetProcessHeap(), 0, priv
);
6330 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6332 ERR("Failed to initialize fragment pipe.\n");
6333 vertex_pipe
->vp_free(device
);
6334 HeapFree(GetProcessHeap(), 0, priv
);
6338 if (!shader_buffer_init(&priv
->shader_buffer
))
6340 ERR("Failed to initialize shader buffer.\n");
6344 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6347 ERR("Failed to allocate memory.\n");
6351 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6353 ERR("Failed to initialize vertex shader constant heap\n");
6357 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6359 ERR("Failed to initialize pixel shader constant heap\n");
6363 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6365 ERR("Failed to initialize rbtree.\n");
6369 priv
->next_constant_version
= 1;
6370 priv
->vertex_pipe
= vertex_pipe
;
6371 priv
->fragment_pipe
= fragment_pipe
;
6372 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6373 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6375 device
->vertex_priv
= vertex_priv
;
6376 device
->fragment_priv
= fragment_priv
;
6377 device
->shader_priv
= priv
;
6382 constant_heap_free(&priv
->pconst_heap
);
6383 constant_heap_free(&priv
->vconst_heap
);
6384 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6385 shader_buffer_free(&priv
->shader_buffer
);
6386 fragment_pipe
->free_private(device
);
6387 vertex_pipe
->vp_free(device
);
6388 HeapFree(GetProcessHeap(), 0, priv
);
6389 return E_OUTOFMEMORY
;
6392 /* Context activation is done by the caller. */
6393 static void shader_glsl_free(struct wined3d_device
*device
)
6395 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6396 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6399 for (i
= 0; i
< tex_type_count
; ++i
)
6401 if (priv
->depth_blt_program_full
[i
])
6403 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6405 if (priv
->depth_blt_program_masked
[i
])
6407 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6411 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6412 constant_heap_free(&priv
->pconst_heap
);
6413 constant_heap_free(&priv
->vconst_heap
);
6414 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6415 shader_buffer_free(&priv
->shader_buffer
);
6416 priv
->fragment_pipe
->free_private(device
);
6417 priv
->vertex_pipe
->vp_free(device
);
6419 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6420 device
->shader_priv
= NULL
;
6423 static void shader_glsl_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
6425 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6429 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6430 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6431 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
])
6433 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6434 * texldd and texldl instructions. */
6435 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6439 TRACE("Shader model %u.\n", shader_model
);
6441 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6442 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6443 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6445 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6446 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6448 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6449 * Direct3D minimum requirement.
6451 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6452 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6454 * The problem is that the refrast clamps temporary results in the shader to
6455 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6456 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6457 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6458 * offer a way to query this.
6460 caps
->ps_1x_max_value
= 8.0;
6462 /* Ideally we'd only set caps like sRGB writes here if supported by both
6463 * the shader backend and the fragment pipe, but we can get called before
6464 * shader_glsl_alloc(). */
6465 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6466 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6469 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6471 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6473 TRACE("Checking support for fixup:\n");
6474 dump_color_fixup_desc(fixup
);
6477 /* We support everything except YUV conversions. */
6478 if (!is_complex_fixup(fixup
))
6484 TRACE("[FAILED]\n");
6488 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6490 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6491 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6492 /* WINED3DSIH_AND */ shader_glsl_binop
,
6493 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6494 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6495 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6496 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6497 /* WINED3DSIH_CALL */ shader_glsl_call
,
6498 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6499 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6500 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6501 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6502 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6503 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6504 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6505 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6506 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6507 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6508 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6509 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6510 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6511 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6512 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6513 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6514 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6515 /* WINED3DSIH_DST */ shader_glsl_dst
,
6516 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6517 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6518 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6519 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6520 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6521 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6522 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6523 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6524 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
6525 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6526 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6527 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6528 /* WINED3DSIH_GE */ shader_glsl_relop
,
6529 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6530 /* WINED3DSIH_IEQ */ NULL
,
6531 /* WINED3DSIH_IF */ shader_glsl_if
,
6532 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6533 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6534 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6535 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6536 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6537 /* WINED3DSIH_LD */ NULL
,
6538 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6539 /* WINED3DSIH_LOG */ shader_glsl_log
,
6540 /* WINED3DSIH_LOGP */ shader_glsl_log
,
6541 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6542 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6543 /* WINED3DSIH_LT */ shader_glsl_relop
,
6544 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6545 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6546 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6547 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6548 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6549 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6550 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6551 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6552 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6553 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6554 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6555 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6556 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6557 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6558 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6559 /* WINED3DSIH_POW */ shader_glsl_pow
,
6560 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
6561 /* WINED3DSIH_REP */ shader_glsl_rep
,
6562 /* WINED3DSIH_RET */ shader_glsl_ret
,
6563 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6564 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
6565 /* WINED3DSIH_SAMPLE */ NULL
,
6566 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6567 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6568 /* WINED3DSIH_SETP */ NULL
,
6569 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6570 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6571 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6572 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6573 /* WINED3DSIH_SQRT */ NULL
,
6574 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6575 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6576 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6577 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6578 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6579 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6580 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6581 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6582 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6583 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6584 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6585 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6586 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6587 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6588 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6589 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6590 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6591 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6592 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6593 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6594 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6595 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6596 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6597 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6598 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6599 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6600 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6603 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6604 SHADER_HANDLER hw_fct
;
6606 /* Select handler */
6607 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6609 /* Unhandled opcode */
6612 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6617 shader_glsl_add_instruction_modifiers(ins
);
6620 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6622 struct shader_glsl_priv
*priv
= shader_priv
;
6624 return priv
->ffp_proj_control
;
6627 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6629 shader_glsl_handle_instruction
,
6631 shader_glsl_disable
,
6632 shader_glsl_select_depth_blt
,
6633 shader_glsl_deselect_depth_blt
,
6634 shader_glsl_update_float_vertex_constants
,
6635 shader_glsl_update_float_pixel_constants
,
6636 shader_glsl_load_constants
,
6637 shader_glsl_load_np2fixup_constants
,
6638 shader_glsl_destroy
,
6641 shader_glsl_context_destroyed
,
6642 shader_glsl_get_caps
,
6643 shader_glsl_color_fixup_supported
,
6644 shader_glsl_has_ffp_proj_control
,
6647 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6650 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6652 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6653 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6656 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6658 caps
->max_active_lights
= gl_info
->limits
.lights
;
6659 caps
->max_vertex_blend_matrices
= 0;
6660 caps
->max_vertex_blend_matrix_index
= 0;
6661 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6662 | WINED3DVTXPCAPS_MATERIALSOURCE7
6663 | WINED3DVTXPCAPS_VERTEXFOG
6664 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6665 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6666 | WINED3DVTXPCAPS_LOCALVIEWER
6667 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6668 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6669 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6670 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6673 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6675 struct shader_glsl_priv
*priv
;
6677 if (shader_backend
== &glsl_shader_backend
)
6681 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6683 ERR("Failed to initialize rbtree.\n");
6690 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6695 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6697 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6698 struct glsl_ffp_vertex_shader
, desc
.entry
);
6699 struct glsl_shader_prog_link
*program
, *program2
;
6700 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6702 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6703 struct glsl_shader_prog_link
, vs
.shader_entry
)
6705 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6707 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6708 HeapFree(GetProcessHeap(), 0, shader
);
6711 /* Context activation is done by the caller. */
6712 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6714 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6715 struct glsl_ffp_destroy_ctx ctx
;
6718 ctx
.gl_info
= &device
->adapter
->gl_info
;
6719 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6722 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6723 const struct wined3d_state
*state
, DWORD state_id
)
6725 context
->select_shader
= 1;
6728 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
6729 const struct wined3d_state
*state
, DWORD state_id
)
6731 light(context
, state
, state_id
);
6732 context
->select_shader
= 1;
6735 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6737 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6738 {STATE_VSHADER
, {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6739 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6740 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6742 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6743 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6744 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6745 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6746 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6747 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6748 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6749 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6750 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6751 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6752 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6753 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6754 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6755 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6756 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6757 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6758 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6759 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6760 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6761 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6762 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6763 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6764 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6765 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6766 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6767 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6768 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6769 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6770 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6771 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6772 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6773 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6775 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6776 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6777 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6778 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6779 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6780 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6781 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6782 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
6784 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
6785 /* Transform states */
6786 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
6787 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
6788 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6789 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6790 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6791 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6792 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6793 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6794 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6795 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6796 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
6797 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6798 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6799 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6800 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6801 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6802 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6803 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6804 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6805 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6806 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6807 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6808 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6809 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6810 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6811 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6812 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6814 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6815 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6816 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6817 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6818 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
6819 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
6820 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6821 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
6822 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6823 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6824 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6825 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6826 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6827 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6828 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6829 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6830 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6831 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
6832 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
6833 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
6834 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
6835 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
6836 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
6837 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6838 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6839 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6840 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
6841 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
6842 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
6843 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6844 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6845 /* Samplers for NP2 texture matrix adjustions. They are not needed if
6846 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
6847 * handler in that case to get the vertex part of sampler() skipped (VTF
6848 * is handled in the misc states). Otherwise, register
6849 * sampler_texmatrix(), which takes care of updating the texture matrix. */
6850 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6851 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6852 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6853 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6854 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6855 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6856 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6857 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6858 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6859 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6860 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6861 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6862 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6863 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6864 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6865 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6866 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6867 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6868 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6869 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6870 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6871 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6872 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6873 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6874 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
6878 * - This currently depends on GL fixed function functions to set things
6879 * like light parameters. Ideally we'd use regular uniforms for that.
6880 * - In part because of the previous point, much of this is modelled after
6881 * GL fixed function, and has much of the same limitations. For example,
6882 * D3D spot lights are slightly different from GL spot lights.
6883 * - We can now implement drawing transformed vertices using the GLSL pipe,
6884 * instead of using the immediate mode fallback.
6885 * - Similarly, we don't need the fallback for certain combinations of
6886 * material sources anymore.
6887 * - Implement vertex blending and vertex tweening.
6888 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
6889 * attribute arrays in load_tex_coords().
6890 * - Per-vertex point sizes. */
6891 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
6893 glsl_vertex_pipe_vp_enable
,
6894 glsl_vertex_pipe_vp_get_caps
,
6895 glsl_vertex_pipe_vp_alloc
,
6896 glsl_vertex_pipe_vp_free
,
6897 glsl_vertex_pipe_vp_states
,
6900 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6902 /* Nothing to do. */
6905 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
6907 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
6908 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
6909 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
6910 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
6911 | WINED3DTEXOPCAPS_SELECTARG1
6912 | WINED3DTEXOPCAPS_SELECTARG2
6913 | WINED3DTEXOPCAPS_MODULATE4X
6914 | WINED3DTEXOPCAPS_MODULATE2X
6915 | WINED3DTEXOPCAPS_MODULATE
6916 | WINED3DTEXOPCAPS_ADDSIGNED2X
6917 | WINED3DTEXOPCAPS_ADDSIGNED
6918 | WINED3DTEXOPCAPS_ADD
6919 | WINED3DTEXOPCAPS_SUBTRACT
6920 | WINED3DTEXOPCAPS_ADDSMOOTH
6921 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
6922 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
6923 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
6924 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
6925 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
6926 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
6927 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
6928 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
6929 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
6930 | WINED3DTEXOPCAPS_DOTPRODUCT3
6931 | WINED3DTEXOPCAPS_MULTIPLYADD
6932 | WINED3DTEXOPCAPS_LERP
6933 | WINED3DTEXOPCAPS_BUMPENVMAP
6934 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
6935 caps
->MaxTextureBlendStages
= 8;
6936 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
6939 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6941 struct shader_glsl_priv
*priv
;
6943 if (shader_backend
== &glsl_shader_backend
)
6947 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
6949 ERR("Failed to initialize rbtree.\n");
6956 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
6961 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
6963 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6964 struct glsl_ffp_fragment_shader
, entry
.entry
);
6965 struct glsl_shader_prog_link
*program
, *program2
;
6966 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6968 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6969 struct glsl_shader_prog_link
, ps
.shader_entry
)
6971 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6973 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6974 HeapFree(GetProcessHeap(), 0, shader
);
6977 /* Context activation is done by the caller. */
6978 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
6980 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
6981 struct glsl_ffp_destroy_ctx ctx
;
6984 ctx
.gl_info
= &device
->adapter
->gl_info
;
6985 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
6988 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
6989 const struct wined3d_state
*state
, DWORD state_id
)
6991 context
->last_was_pshader
= use_ps(state
);
6993 context
->select_shader
= 1;
6994 context
->load_constants
= 1;
6997 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
6998 const struct wined3d_state
*state
, DWORD state_id
)
7000 BOOL use_vshader
= use_vs(state
);
7001 enum fogsource new_source
;
7003 context
->select_shader
= 1;
7004 context
->load_constants
= 1;
7006 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7009 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7012 new_source
= FOGSOURCE_VS
;
7013 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7014 new_source
= FOGSOURCE_COORD
;
7016 new_source
= FOGSOURCE_FFP
;
7020 new_source
= FOGSOURCE_FFP
;
7023 if (new_source
!= context
->fog_source
)
7025 context
->fog_source
= new_source
;
7026 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7030 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7031 const struct wined3d_state
*state
, DWORD state_id
)
7033 context
->select_shader
= 1;
7034 context
->load_constants
= 1;
7037 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7038 const struct wined3d_state
*state
, DWORD state_id
)
7040 context
->load_constants
= 1;
7043 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7045 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7046 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7047 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7048 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7049 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7050 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7051 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7052 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7053 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7054 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7055 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7056 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7057 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7058 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7059 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7060 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7061 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7062 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7063 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7064 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7065 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7066 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7067 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7068 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7069 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7070 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7071 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7072 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7073 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7074 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7075 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7076 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7077 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7078 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7079 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7080 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7081 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7082 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7083 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7084 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7085 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7086 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7087 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7088 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7089 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7090 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7091 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7092 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7093 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7094 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7095 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7096 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7097 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7098 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7099 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7100 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7101 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7102 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7103 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7104 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7105 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7106 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7107 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7108 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7109 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7110 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7111 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7112 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7113 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7114 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7115 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7116 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7117 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7118 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7119 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7120 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7121 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7122 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7123 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7124 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7125 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7126 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7127 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7128 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7129 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7130 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7131 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7132 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7133 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7134 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7135 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7136 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7137 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7138 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7139 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7140 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7141 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7142 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7143 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7144 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7145 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7146 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7147 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7148 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7149 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7150 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7151 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7152 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7153 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7154 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7155 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7156 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7157 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7158 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7159 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7160 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7161 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7162 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7163 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7164 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7165 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7166 {STATE_PIXELSHADER
, {STATE_PIXELSHADER
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7167 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7168 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7169 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7170 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7171 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7172 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7173 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7174 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7175 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7176 {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
},
7177 {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
},
7178 {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
},
7179 {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
},
7180 {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
},
7181 {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
},
7182 {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
},
7183 {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
},
7184 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7185 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7188 const struct fragment_pipeline glsl_fragment_pipe
=
7190 glsl_fragment_pipe_enable
,
7191 glsl_fragment_pipe_get_caps
,
7192 glsl_fragment_pipe_alloc
,
7193 glsl_fragment_pipe_free
,
7194 shader_glsl_color_fixup_supported
,
7195 glsl_fragment_pipe_state_template
,