2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 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_RECT 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 fragment_pipeline
*fragment_pipe
;
101 struct wine_rb_tree ffp_fragment_shaders
;
104 struct glsl_vs_program
106 struct list shader_entry
;
108 GLenum vertex_color_clamp
;
109 GLint
*uniform_f_locations
;
110 GLint uniform_i_locations
[MAX_CONST_I
];
111 GLint pos_fixup_location
;
114 struct glsl_gs_program
116 struct list shader_entry
;
120 struct glsl_ps_program
122 struct list shader_entry
;
124 GLint
*uniform_f_locations
;
125 GLint uniform_i_locations
[MAX_CONST_I
];
126 GLint bumpenv_mat_location
[MAX_TEXTURES
];
127 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
128 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
129 GLint tex_factor_location
;
130 GLint specular_enable_location
;
131 GLint ycorrection_location
;
132 GLint np2_fixup_location
;
133 const struct ps_np2fixup_info
*np2_fixup_info
;
136 /* Struct to maintain data about a linked GLSL program */
137 struct glsl_shader_prog_link
139 struct wine_rb_entry program_lookup_entry
;
140 struct glsl_vs_program vs
;
141 struct glsl_gs_program gs
;
142 struct glsl_ps_program ps
;
143 GLhandleARB programId
;
144 UINT constant_version
;
147 struct glsl_program_key
154 struct shader_glsl_ctx_priv
{
155 const struct vs_compile_args
*cur_vs_args
;
156 const struct ps_compile_args
*cur_ps_args
;
157 struct ps_np2fixup_info
*cur_np2fixup_info
;
160 struct glsl_ps_compiled_shader
162 struct ps_compile_args args
;
163 struct ps_np2fixup_info np2fixup
;
167 struct glsl_vs_compiled_shader
169 struct vs_compile_args args
;
173 struct glsl_gs_compiled_shader
178 struct glsl_shader_private
182 struct glsl_vs_compiled_shader
*vs
;
183 struct glsl_gs_compiled_shader
*gs
;
184 struct glsl_ps_compiled_shader
*ps
;
186 UINT num_gl_shaders
, shader_array_size
;
189 struct glsl_ffp_fragment_shader
191 struct ffp_frag_desc entry
;
193 struct list linked_programs
;
196 static const char *debug_gl_shader_type(GLenum type
)
200 #define WINED3D_TO_STR(u) case u: return #u
201 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
202 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
203 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
204 #undef WINED3D_TO_STR
206 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
210 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
214 case WINED3D_SHADER_TYPE_VERTEX
:
217 case WINED3D_SHADER_TYPE_GEOMETRY
:
220 case WINED3D_SHADER_TYPE_PIXEL
:
224 FIXME("Unhandled shader type %#x.\n", type
);
229 /* Extract a line from the info log.
230 * Note that this modifies the source string. */
231 static char *get_info_log_line(char **ptr
)
236 if (!(q
= strstr(p
, "\n")))
238 if (!*p
) return NULL
;
248 /* Context activation is done by the caller. */
249 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
251 int infologLength
= 0;
254 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
257 GL_EXTCALL(glGetObjectParameterivARB(obj
,
258 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
261 /* A size of 1 is just a null-terminated string, so the log should be bigger than
262 * that if there are errors. */
263 if (infologLength
> 1)
267 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
268 /* The info log is supposed to be zero-terminated, but at least some
269 * versions of fglrx don't terminate the string properly. The reported
270 * length does include the terminator, so explicitly set it to zero
272 infoLog
[infologLength
- 1] = 0;
273 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
276 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
278 WARN("Info log received from GLSL shader #%u:\n", obj
);
279 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
283 FIXME("Info log received from GLSL shader #%u:\n", obj
);
284 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
286 HeapFree(GetProcessHeap(), 0, infoLog
);
290 /* Context activation is done by the caller. */
291 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
293 TRACE("Compiling shader object %u.\n", shader
);
294 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
295 checkGLcall("glShaderSourceARB");
296 GL_EXTCALL(glCompileShaderARB(shader
));
297 checkGLcall("glCompileShaderARB");
298 print_glsl_info_log(gl_info
, shader
);
301 /* Context activation is done by the caller. */
302 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
304 GLint i
, object_count
, source_size
= -1;
305 GLhandleARB
*objects
;
308 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
309 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
312 ERR("Failed to allocate object array memory.\n");
316 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
317 for (i
= 0; i
< object_count
; ++i
)
322 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
324 if (source_size
< tmp
)
326 HeapFree(GetProcessHeap(), 0, source
);
328 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
331 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
332 HeapFree(GetProcessHeap(), 0, objects
);
338 FIXME("Object %u:\n", objects
[i
]);
339 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
340 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
341 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
342 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
346 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
347 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
351 HeapFree(GetProcessHeap(), 0, source
);
352 HeapFree(GetProcessHeap(), 0, objects
);
355 /* Context activation is done by the caller. */
356 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
360 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
362 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
363 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
365 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
368 FIXME("Program %u link status invalid.\n", program
);
369 shader_glsl_dump_program_source(gl_info
, program
);
373 print_glsl_info_log(gl_info
, program
);
376 /* Context activation is done by the caller. */
377 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
378 const DWORD
*tex_unit_map
, GLhandleARB programId
)
381 char sampler_name
[20];
384 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
386 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
387 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
388 if (name_loc
!= -1) {
389 DWORD mapped_unit
= tex_unit_map
[i
];
390 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
392 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
393 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
394 checkGLcall("glUniform1iARB");
396 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
402 /* Context activation is done by the caller. */
403 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
404 const DWORD
*tex_unit_map
, GLhandleARB programId
)
407 char sampler_name
[20];
410 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
412 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
413 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
414 if (name_loc
!= -1) {
415 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
416 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
418 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
419 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
420 checkGLcall("glUniform1iARB");
422 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
428 /* Context activation is done by the caller. */
429 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
430 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
433 unsigned int heap_idx
= 1;
436 if (heap
->entries
[heap_idx
].version
<= version
) return;
438 idx
= heap
->entries
[heap_idx
].idx
;
439 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
440 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
442 while (stack_idx
>= 0)
444 /* Note that we fall through to the next case statement. */
445 switch(stack
[stack_idx
])
447 case HEAP_NODE_TRAVERSE_LEFT
:
449 unsigned int left_idx
= heap_idx
<< 1;
450 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
453 idx
= heap
->entries
[heap_idx
].idx
;
454 if (constant_locations
[idx
] != -1)
455 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
457 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
458 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
463 case HEAP_NODE_TRAVERSE_RIGHT
:
465 unsigned int right_idx
= (heap_idx
<< 1) + 1;
466 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
468 heap_idx
= right_idx
;
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_POP
;
474 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
485 checkGLcall("walk_constant_heap()");
488 /* Context activation is done by the caller. */
489 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
491 GLfloat clamped_constant
[4];
493 if (location
== -1) return;
495 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
496 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
497 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
498 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
500 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
503 /* Context activation is done by the caller. */
504 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
505 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
508 unsigned int heap_idx
= 1;
511 if (heap
->entries
[heap_idx
].version
<= version
) return;
513 idx
= heap
->entries
[heap_idx
].idx
;
514 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
515 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
517 while (stack_idx
>= 0)
519 /* Note that we fall through to the next case statement. */
520 switch(stack
[stack_idx
])
522 case HEAP_NODE_TRAVERSE_LEFT
:
524 unsigned int left_idx
= heap_idx
<< 1;
525 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
528 idx
= heap
->entries
[heap_idx
].idx
;
529 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
531 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
532 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
537 case HEAP_NODE_TRAVERSE_RIGHT
:
539 unsigned int right_idx
= (heap_idx
<< 1) + 1;
540 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
542 heap_idx
= right_idx
;
543 idx
= heap
->entries
[heap_idx
].idx
;
544 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
546 stack
[stack_idx
++] = HEAP_NODE_POP
;
547 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
558 checkGLcall("walk_constant_heap_clamped()");
561 /* Context activation is done by the caller. */
562 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
563 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
564 unsigned char *stack
, UINT version
)
566 const struct wined3d_shader_lconst
*lconst
;
568 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
569 if (shader
->reg_maps
.shader_version
.major
== 1
570 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
571 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
573 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
575 if (!shader
->load_local_constsF
)
577 TRACE("No need to load local float constants for this shader\n");
581 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
582 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
584 GLint location
= constant_locations
[lconst
->idx
];
585 /* We found this uniform name in the program - go ahead and send the data */
586 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
588 checkGLcall("glUniform4fvARB()");
591 /* Context activation is done by the caller. */
592 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
593 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
598 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
600 if (!(constants_set
& 1)) continue;
602 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
603 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
605 /* We found this uniform name in the program - go ahead and send the data */
606 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
607 checkGLcall("glUniform4ivARB");
610 /* Load immediate constants */
611 ptr
= list_head(&shader
->constantsI
);
614 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
615 unsigned int idx
= lconst
->idx
;
616 const GLint
*values
= (const GLint
*)lconst
->value
;
618 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
619 values
[0], values
[1], values
[2], values
[3]);
621 /* We found this uniform name in the program - go ahead and send the data */
622 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
623 checkGLcall("glUniform4ivARB");
624 ptr
= list_next(&shader
->constantsI
, ptr
);
628 /* Context activation is done by the caller. */
629 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
630 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
638 prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
640 /* TODO: Benchmark and see if it would be beneficial to store the
641 * locations of the constants to avoid looking up each time */
642 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
644 if (!(constants_set
& 1)) continue;
646 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
648 /* TODO: Benchmark and see if it would be beneficial to store the
649 * locations of the constants to avoid looking up each time */
650 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, i
);
651 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
656 checkGLcall("glUniform1ivARB");
660 /* Load immediate constants */
661 ptr
= list_head(&shader
->constantsB
);
664 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
665 unsigned int idx
= lconst
->idx
;
666 const GLint
*values
= (const GLint
*)lconst
->value
;
668 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
670 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, idx
);
671 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
673 /* We found this uniform name in the program - go ahead and send the data */
674 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
675 checkGLcall("glUniform1ivARB");
677 ptr
= list_next(&shader
->constantsB
, ptr
);
681 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
683 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
686 /* Context activation is done by the caller (state handler). */
687 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
688 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
690 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
691 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
693 /* No GLSL program set - nothing to do. */
696 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
697 if (!use_ps(state
)) return;
699 if (prog
->ps
.np2_fixup_info
&& prog
->ps
.np2_fixup_location
!= -1)
702 UINT fixup
= prog
->ps
.np2_fixup_info
->active
;
703 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
705 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
707 const struct wined3d_texture
*tex
= state
->textures
[i
];
708 const unsigned char idx
= prog
->ps
.np2_fixup_info
->idx
[i
];
709 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
713 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
719 tex_dim
[2] = tex
->pow2_matrix
[0];
720 tex_dim
[3] = tex
->pow2_matrix
[5];
724 tex_dim
[0] = tex
->pow2_matrix
[0];
725 tex_dim
[1] = tex
->pow2_matrix
[5];
729 GL_EXTCALL(glUniform4fvARB(prog
->ps
.np2_fixup_location
,
730 prog
->ps
.np2_fixup_info
->num_consts
, np2fixup_constants
));
734 /* Context activation is done by the caller (state handler). */
735 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
736 BOOL usePixelShader
, BOOL useVertexShader
)
738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
739 struct wined3d_device
*device
= context
->swapchain
->device
;
740 struct wined3d_stateblock
*stateBlock
= device
->stateBlock
;
741 const struct wined3d_state
*state
= &stateBlock
->state
;
742 struct shader_glsl_priv
*priv
= device
->shader_priv
;
743 float position_fixup
[4];
745 GLhandleARB programId
;
746 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
747 UINT constant_version
;
751 /* No GLSL program set - nothing to do. */
754 programId
= prog
->programId
;
755 constant_version
= prog
->constant_version
;
759 const struct wined3d_shader
*vshader
= state
->vertex_shader
;
761 /* Load DirectX 9 float constants/uniforms for vertex shader */
762 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
763 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
765 /* Load DirectX 9 integer constants/uniforms for vertex shader */
766 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
767 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->reg_maps
.integer_constants
);
769 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
770 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, state
->vs_consts_b
,
771 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->reg_maps
.boolean_constants
);
773 /* Upload the position fixup params */
774 shader_get_position_fixup(context
, state
, position_fixup
);
775 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
776 checkGLcall("glUniform4fvARB");
781 const struct wined3d_shader
*pshader
= state
->pixel_shader
;
783 /* Load DirectX 9 float constants/uniforms for pixel shader */
784 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
785 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
787 /* Load DirectX 9 integer constants/uniforms for pixel shader */
788 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
789 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->reg_maps
.integer_constants
);
791 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
792 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, state
->ps_consts_b
,
793 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->reg_maps
.boolean_constants
);
795 /* Upload the environment bump map matrix if needed. The needsbumpmat
796 * member specifies the texture stage to load the matrix from. It
797 * can't be 0 for a valid texbem instruction. */
798 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
802 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
805 data
= (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
];
806 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0, data
));
807 checkGLcall("glUniformMatrix2fvARB");
809 /* texbeml needs the luminance scale and offset too. If texbeml
810 * is used, needsbumpmat is set too, so we can check that in the
811 * needsbumpmat check. */
812 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
814 const GLfloat
*scale
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
];
815 const GLfloat
*offset
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
];
817 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1, scale
));
818 checkGLcall("glUniform1fvARB");
819 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1, offset
));
820 checkGLcall("glUniform1fvARB");
824 if (prog
->ps
.ycorrection_location
!= -1)
826 float correction_params
[4];
828 if (context
->render_offscreen
)
830 correction_params
[0] = 0.0f
;
831 correction_params
[1] = 1.0f
;
833 /* position is window relative, not viewport relative */
834 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
835 correction_params
[1] = -1.0f
;
837 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
840 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
844 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
846 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
847 (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
848 GL_EXTCALL(glUniform1fARB(prog
->ps
.bumpenv_lum_scale_location
[i
],
849 *(const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
850 GL_EXTCALL(glUniform1fARB(prog
->ps
.bumpenv_lum_offset_location
[i
],
851 *(const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
854 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
855 GL_EXTCALL(glUniform4fARB(prog
->ps
.tex_factor_location
, col
[0], col
[1], col
[2], col
[3]));
857 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
858 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
860 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
862 checkGLcall("fixed function uniforms");
865 if (priv
->next_constant_version
== UINT_MAX
)
867 TRACE("Max constant version reached, resetting to 0.\n");
868 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
869 priv
->next_constant_version
= 1;
873 prog
->constant_version
= priv
->next_constant_version
++;
877 static void update_heap_entry(const struct constant_heap
*heap
, unsigned int idx
,
878 unsigned int heap_idx
, DWORD new_version
)
880 struct constant_entry
*entries
= heap
->entries
;
881 unsigned int *positions
= heap
->positions
;
882 unsigned int parent_idx
;
886 parent_idx
= heap_idx
>> 1;
888 if (new_version
<= entries
[parent_idx
].version
) break;
890 entries
[heap_idx
] = entries
[parent_idx
];
891 positions
[entries
[parent_idx
].idx
] = heap_idx
;
892 heap_idx
= parent_idx
;
895 entries
[heap_idx
].version
= new_version
;
896 entries
[heap_idx
].idx
= idx
;
897 positions
[idx
] = heap_idx
;
900 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
902 struct shader_glsl_priv
*priv
= device
->shader_priv
;
903 struct constant_heap
*heap
= &priv
->vconst_heap
;
906 for (i
= start
; i
< count
+ start
; ++i
)
908 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
909 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
911 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
915 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
917 struct shader_glsl_priv
*priv
= device
->shader_priv
;
918 struct constant_heap
*heap
= &priv
->pconst_heap
;
921 for (i
= start
; i
< count
+ start
; ++i
)
923 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
924 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
926 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
930 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
932 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
933 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
934 if(shader_major
> 3) return ret
;
936 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
937 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
941 /** Generate the variable & register declarations for the GLSL output target */
942 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
943 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
944 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
946 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
947 const struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
948 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
949 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
950 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
951 unsigned int i
, extra_constants_needed
= 0;
952 const struct wined3d_shader_lconst
*lconst
;
956 prefix
= shader_glsl_get_prefix(version
->type
);
958 /* Prototype the subroutines */
959 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
961 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
964 /* Declare the constants (aka uniforms) */
965 if (shader
->limits
.constant_float
> 0)
967 unsigned max_constantsF
;
969 /* Unless the shader uses indirect addressing, always declare the
970 * maximum array size and ignore that we need some uniforms privately.
971 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
972 * and immediate values, still declare VC[256]. If the shader needs
973 * more uniforms than we have it won't work in any case. If it uses
974 * less, the compiler will figure out which uniforms are really used
975 * and strip them out. This allows a shader to use c255 on a dx9 card,
976 * as long as it doesn't also use all the other constants.
978 * If the shader uses indirect addressing the compiler must assume
979 * that all declared uniforms are used. In this case, declare only the
980 * amount that we're assured to have.
982 * Thus we run into problems in these two cases:
983 * 1) The shader really uses more uniforms than supported.
984 * 2) The shader uses indirect addressing, less constants than
985 * supported, but uses a constant index > #supported consts. */
986 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
988 /* No indirect addressing here. */
989 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
993 if (reg_maps
->usesrelconstF
)
995 /* Subtract the other potential uniforms from the max
996 * available (bools, ints, and 1 row of projection matrix).
997 * Subtract another uniform for immediate values, which have
998 * to be loaded via uniform by the driver as well. The shader
999 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1000 * shader code, so one vec4 should be enough. (Unfortunately
1001 * the Nvidia driver doesn't store 128 and -128 in one float).
1003 * Writing gl_ClipVertex requires one uniform for each
1004 * clipplane as well. */
1005 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1006 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1008 max_constantsF
-= gl_info
->limits
.clipplanes
;
1010 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1011 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1012 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1013 * for now take this into account when calculating the number of available constants
1015 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1016 /* Set by driver quirks in directx.c */
1017 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1019 if (max_constantsF
< shader
->limits
.constant_float
)
1021 static unsigned int once
;
1024 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1025 " it may not render correctly.\n");
1027 WARN("The hardware does not support enough uniform components to run this shader.\n");
1032 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1035 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
1036 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1039 /* Always declare the full set of constants, the compiler can remove the
1040 * unused ones because d3d doesn't (yet) support indirect int and bool
1041 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1042 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1043 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
.constant_int
);
1045 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1046 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
.constant_bool
);
1048 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1050 if (reg_maps
->cb_sizes
[i
])
1051 shader_addline(buffer
, "uniform vec4 %s_cb%u[%u];\n", prefix
, i
, reg_maps
->cb_sizes
[i
]);
1054 /* Declare texture samplers */
1055 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1057 if (reg_maps
->sampler_type
[i
])
1059 BOOL shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1060 const struct wined3d_texture
*texture
;
1062 switch (reg_maps
->sampler_type
[i
])
1066 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1068 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1071 texture
= state
->textures
[i
];
1074 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1075 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1077 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1081 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1082 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1084 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1087 case WINED3DSTT_CUBE
:
1089 FIXME("Unsupported Cube shadow sampler.\n");
1090 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1092 case WINED3DSTT_VOLUME
:
1094 FIXME("Unsupported 3D shadow sampler.\n");
1095 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1098 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1099 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1105 /* Declare uniforms for NP2 texcoord fixup:
1106 * This is NOT done inside the loop that declares the texture samplers
1107 * since the NP2 fixup code is currently only used for the GeforceFX
1108 * series and when forcing the ARB_npot extension off. Modern cards just
1109 * skip the code anyway, so put it inside a separate loop. */
1110 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1112 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1115 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1116 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1117 * samplerNP2Fixup stores texture dimensions and is updated through
1118 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1120 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1122 if (reg_maps
->sampler_type
[i
])
1124 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1126 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1127 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1131 fixup
->idx
[i
] = cur
++;
1135 fixup
->num_consts
= (cur
+ 1) >> 1;
1136 fixup
->active
= ps_args
->np2_fixup
;
1137 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1140 /* Declare address variables */
1141 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1143 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1146 /* Declare texture coordinate temporaries and initialize them */
1147 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1149 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1152 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1154 /* Declare attributes. */
1155 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1158 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1161 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1162 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
.packed_output
);
1164 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1166 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
.packed_input
);
1168 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1170 if (version
->major
>= 3)
1172 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
.packed_input
);
1175 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1177 /* TODO: Write a replacement shader for the fixed function
1178 * vertex pipeline, so this isn't needed. For fixed function
1179 * vertex processing + 3.0 pixel shader we need a separate
1180 * function in the pixel shader that reads the fixed function
1181 * color into the packed input registers. */
1182 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1185 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1190 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1192 if (reg_maps
->luminanceparams
& (1 << i
))
1194 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1195 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1196 extra_constants_needed
++;
1199 extra_constants_needed
++;
1202 if (ps_args
->srgb_correction
)
1204 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1205 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1206 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1209 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1211 if (shader
->limits
.constant_float
+ extra_constants_needed
1212 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1214 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1215 extra_constants_needed
++;
1219 /* This happens because we do not have proper tracking of the constant registers that are
1220 * actually used, only the max limit of the shader version
1222 FIXME("Cannot find a free uniform for vpos correction params\n");
1223 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1224 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->resource
.height
,
1225 context
->render_offscreen
? 1.0f
: -1.0f
);
1227 shader_addline(buffer
, "vec4 vpos;\n");
1231 /* Declare output register temporaries */
1232 if (shader
->limits
.packed_output
)
1233 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
.packed_output
);
1235 /* Declare temporary variables */
1236 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1238 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1241 /* Declare loop registers aLx */
1242 if (version
->major
< 4)
1244 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1246 shader_addline(buffer
, "int aL%u;\n", i
);
1247 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1251 /* Temporary variables for matrix operations */
1252 shader_addline(buffer
, "vec4 tmp0;\n");
1253 shader_addline(buffer
, "vec4 tmp1;\n");
1255 /* Local constants use a different name so they can be loaded once at shader link time
1256 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1257 * float -> string conversion can cause precision loss.
1259 if (!shader
->load_local_constsF
)
1261 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1263 shader_addline(buffer
, "uniform vec4 %s_lc%u;\n", prefix
, lconst
->idx
);
1267 /* Start the main program. */
1268 shader_addline(buffer
, "void main()\n{\n");
1270 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1271 * add approximately 0.5. This causes off-by-one problems as spotted by
1272 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1273 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1274 * causes precision troubles when we just subtract 0.5.
1276 * To deal with that, just floor() the position. This will eliminate the
1277 * fraction on all cards.
1279 * TODO: Test how this behaves with multisampling.
1281 * An advantage of floor is that it works even if the driver doesn't add
1282 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1283 * to return in gl_FragCoord, even though coordinates specify the pixel
1284 * centers instead of the pixel corners. This code will behave correctly
1285 * on drivers that returns integer values. */
1286 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1287 shader_addline(buffer
,
1288 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1291 /*****************************************************************************
1292 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1294 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1295 ****************************************************************************/
1298 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1299 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1301 /** Used for opcode modifiers - They multiply the result by the specified amount */
1302 static const char * const shift_glsl_tab
[] = {
1304 "2.0 * ", /* 1 (x2) */
1305 "4.0 * ", /* 2 (x4) */
1306 "8.0 * ", /* 3 (x8) */
1307 "16.0 * ", /* 4 (x16) */
1308 "32.0 * ", /* 5 (x32) */
1315 "0.0625 * ", /* 12 (d16) */
1316 "0.125 * ", /* 13 (d8) */
1317 "0.25 * ", /* 14 (d4) */
1318 "0.5 * " /* 15 (d2) */
1321 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1322 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1323 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1327 switch (src_modifier
)
1329 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1330 case WINED3DSPSM_DW
:
1331 case WINED3DSPSM_NONE
:
1332 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1334 case WINED3DSPSM_NEG
:
1335 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1337 case WINED3DSPSM_NOT
:
1338 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1340 case WINED3DSPSM_BIAS
:
1341 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1343 case WINED3DSPSM_BIASNEG
:
1344 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1346 case WINED3DSPSM_SIGN
:
1347 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1349 case WINED3DSPSM_SIGNNEG
:
1350 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1352 case WINED3DSPSM_COMP
:
1353 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1355 case WINED3DSPSM_X2
:
1356 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1358 case WINED3DSPSM_X2NEG
:
1359 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1361 case WINED3DSPSM_ABS
:
1362 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1364 case WINED3DSPSM_ABSNEG
:
1365 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1368 FIXME("Unhandled modifier %u\n", src_modifier
);
1369 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1373 /** Writes the GLSL variable name that corresponds to the register that the
1374 * DX opcode parameter is trying to access */
1375 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1376 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1378 /* oPos, oFog and oPts in D3D */
1379 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1381 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1382 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1383 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1384 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1385 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1386 struct glsl_src_param rel_param0
, rel_param1
;
1388 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1389 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1390 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1391 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1396 case WINED3DSPR_TEMP
:
1397 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1400 case WINED3DSPR_INPUT
:
1401 /* vertex shaders */
1402 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1404 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1405 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1407 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1411 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1413 if (reg
->idx
[0].rel_addr
)
1415 if (reg
->idx
[1].rel_addr
)
1416 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1417 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1419 sprintf(register_name
, "gs_in[%s + %u][%u]",
1420 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1422 else if (reg
->idx
[1].rel_addr
)
1423 sprintf(register_name
, "gs_in[%u][%s + %u]",
1424 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1426 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1430 /* pixel shaders >= 3.0 */
1431 if (version
->major
>= 3)
1433 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1434 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1436 if (reg
->idx
[0].rel_addr
)
1438 /* Removing a + 0 would be an obvious optimization, but
1439 * OS X doesn't see the NOP operation there. */
1442 if (shader
->u
.ps
.declared_in_count
> in_count
)
1444 sprintf(register_name
,
1445 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1446 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1447 prefix
, rel_param0
.param_str
, idx
);
1451 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1456 if (shader
->u
.ps
.declared_in_count
> in_count
)
1458 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1459 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1460 prefix
, rel_param0
.param_str
);
1464 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1470 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1471 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1472 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1477 if (!reg
->idx
[0].offset
)
1478 strcpy(register_name
, "gl_Color");
1480 strcpy(register_name
, "gl_SecondaryColor");
1485 case WINED3DSPR_CONST
:
1487 /* Relative addressing */
1488 if (reg
->idx
[0].rel_addr
)
1490 if (reg
->idx
[0].offset
)
1491 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1493 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1497 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1498 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1500 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1505 case WINED3DSPR_CONSTINT
:
1506 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1509 case WINED3DSPR_CONSTBOOL
:
1510 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1513 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1514 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1515 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1517 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1520 case WINED3DSPR_LOOP
:
1521 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1524 case WINED3DSPR_SAMPLER
:
1525 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1528 case WINED3DSPR_COLOROUT
:
1529 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1530 WARN("Write to render target %u, only %d supported.\n",
1531 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1533 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1536 case WINED3DSPR_RASTOUT
:
1537 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1540 case WINED3DSPR_DEPTHOUT
:
1541 sprintf(register_name
, "gl_FragDepth");
1544 case WINED3DSPR_ATTROUT
:
1545 if (!reg
->idx
[0].offset
)
1546 sprintf(register_name
, "%s_out[8]", prefix
);
1548 sprintf(register_name
, "%s_out[9]", prefix
);
1551 case WINED3DSPR_TEXCRDOUT
:
1552 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1553 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1556 case WINED3DSPR_MISCTYPE
:
1557 if (!reg
->idx
[0].offset
)
1560 sprintf(register_name
, "vpos");
1562 else if (reg
->idx
[0].offset
== 1)
1564 /* Note that gl_FrontFacing is a bool, while vFace is
1565 * a float for which the sign determines front/back */
1566 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1570 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1571 sprintf(register_name
, "unrecognized_register");
1575 case WINED3DSPR_IMMCONST
:
1576 switch (reg
->immconst_type
)
1578 case WINED3D_IMMCONST_SCALAR
:
1579 switch (reg
->data_type
)
1581 case WINED3D_DATA_FLOAT
:
1582 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1584 case WINED3D_DATA_INT
:
1585 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1587 case WINED3D_DATA_RESOURCE
:
1588 case WINED3D_DATA_SAMPLER
:
1589 case WINED3D_DATA_UINT
:
1590 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1593 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1598 case WINED3D_IMMCONST_VEC4
:
1599 switch (reg
->data_type
)
1601 case WINED3D_DATA_FLOAT
:
1602 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1603 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1604 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1606 case WINED3D_DATA_INT
:
1607 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1608 reg
->immconst_data
[0], reg
->immconst_data
[1],
1609 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1611 case WINED3D_DATA_RESOURCE
:
1612 case WINED3D_DATA_SAMPLER
:
1613 case WINED3D_DATA_UINT
:
1614 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1615 reg
->immconst_data
[0], reg
->immconst_data
[1],
1616 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1619 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1625 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1626 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1630 case WINED3DSPR_CONSTBUFFER
:
1631 if (reg
->idx
[1].rel_addr
)
1632 sprintf(register_name
, "%s_cb%u[%s + %u]",
1633 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1635 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1638 case WINED3DSPR_PRIMID
:
1639 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1643 FIXME("Unhandled register type %#x.\n", reg
->type
);
1644 sprintf(register_name
, "unrecognized_register");
1649 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1652 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1653 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1654 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1655 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1659 /* Get the GLSL write mask for the destination register */
1660 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1662 DWORD mask
= param
->write_mask
;
1664 if (shader_is_scalar(¶m
->reg
))
1666 mask
= WINED3DSP_WRITEMASK_0
;
1671 shader_glsl_write_mask_to_str(mask
, write_mask
);
1677 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1678 unsigned int size
= 0;
1680 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1681 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1682 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1683 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1688 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1690 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1691 * but addressed as "rgba". To fix this we need to swap the register's x
1692 * and z components. */
1693 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1696 /* swizzle bits fields: wwzzyyxx */
1697 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1698 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1699 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1700 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1704 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1705 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1707 if (shader_is_scalar(¶m
->reg
))
1708 *swizzle_str
= '\0';
1710 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1713 /* From a given parameter token, generate the corresponding GLSL string.
1714 * Also, return the actual register name and swizzle in case the
1715 * caller needs this information as well. */
1716 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1717 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1719 BOOL is_color
= FALSE
;
1720 char swizzle_str
[6];
1722 glsl_src
->reg_name
[0] = '\0';
1723 glsl_src
->param_str
[0] = '\0';
1724 swizzle_str
[0] = '\0';
1726 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1727 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1729 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1731 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1735 char param_str
[200];
1737 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1739 switch (wined3d_src
->reg
.data_type
)
1741 case WINED3D_DATA_FLOAT
:
1742 sprintf(glsl_src
->param_str
, "%s", param_str
);
1744 case WINED3D_DATA_INT
:
1745 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1747 case WINED3D_DATA_RESOURCE
:
1748 case WINED3D_DATA_SAMPLER
:
1749 case WINED3D_DATA_UINT
:
1750 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1753 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1754 sprintf(glsl_src
->param_str
, "%s", param_str
);
1760 /* From a given parameter token, generate the corresponding GLSL string.
1761 * Also, return the actual register name and swizzle in case the
1762 * caller needs this information as well. */
1763 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1764 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1766 BOOL is_color
= FALSE
;
1768 glsl_dst
->mask_str
[0] = '\0';
1769 glsl_dst
->reg_name
[0] = '\0';
1771 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1772 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1775 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1776 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1777 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1779 struct glsl_dst_param glsl_dst
;
1782 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1784 switch (dst
->reg
.data_type
)
1786 case WINED3D_DATA_FLOAT
:
1787 shader_addline(buffer
, "%s%s = %s(",
1788 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1790 case WINED3D_DATA_INT
:
1791 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1792 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1794 case WINED3D_DATA_RESOURCE
:
1795 case WINED3D_DATA_SAMPLER
:
1796 case WINED3D_DATA_UINT
:
1797 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1798 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1801 FIXME("Unhandled data type %#x.\n", dst
->reg
.data_type
);
1802 shader_addline(buffer
, "%s%s = %s(",
1803 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1811 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1812 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1814 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1817 /** Process GLSL instruction modifiers */
1818 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1820 struct glsl_dst_param dst_param
;
1823 if (!ins
->dst_count
) return;
1825 modifiers
= ins
->dst
[0].modifiers
;
1826 if (!modifiers
) return;
1828 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1830 if (modifiers
& WINED3DSPDM_SATURATE
)
1832 /* _SAT means to clamp the value of the register to between 0 and 1 */
1833 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1834 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1837 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1839 FIXME("_centroid modifier not handled\n");
1842 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1844 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1848 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1852 case WINED3D_SHADER_REL_OP_GT
: return ">";
1853 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1854 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1855 case WINED3D_SHADER_REL_OP_LT
: return "<";
1856 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1857 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1859 FIXME("Unrecognized operator %#x.\n", op
);
1864 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1865 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1867 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1868 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1869 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1870 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1871 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1872 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1873 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1874 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1876 /* Note that there's no such thing as a projected cube texture. */
1877 switch(sampler_type
) {
1883 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1887 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1888 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1889 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1890 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1893 FIXME("Unsupported 1D shadow grad function.\n");
1894 sample_function
->name
= "unsupported1DGrad";
1899 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1901 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1907 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1911 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1912 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1913 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1914 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1917 FIXME("Unsupported 1D grad function.\n");
1918 sample_function
->name
= "unsupported1DGrad";
1923 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1925 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1936 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1940 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1941 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1942 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1943 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1946 FIXME("Unsupported RECT shadow grad function.\n");
1947 sample_function
->name
= "unsupported2DRectGrad";
1952 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1959 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1963 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1964 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1965 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1966 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1969 FIXME("Unsupported 2D shadow grad function.\n");
1970 sample_function
->name
= "unsupported2DGrad";
1975 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1978 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1986 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1990 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1991 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1992 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1993 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1996 FIXME("Unsupported RECT grad function.\n");
1997 sample_function
->name
= "unsupported2DRectGrad";
2002 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2009 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2013 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2014 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2015 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2016 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2019 FIXME("Unsupported 2D grad function.\n");
2020 sample_function
->name
= "unsupported2DGrad";
2025 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2028 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2032 case WINED3DSTT_CUBE
:
2035 FIXME("Unsupported Cube shadow function.\n");
2036 sample_function
->name
= "unsupportedCubeShadow";
2037 sample_function
->coord_mask
= 0;
2043 sample_function
->name
= "textureCubeLod";
2047 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2048 sample_function
->name
= "textureCubeGrad";
2049 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2050 sample_function
->name
= "textureCubeGradARB";
2053 FIXME("Unsupported Cube grad function.\n");
2054 sample_function
->name
= "unsupportedCubeGrad";
2059 sample_function
->name
= "textureCube";
2061 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2065 case WINED3DSTT_VOLUME
:
2068 FIXME("Unsupported 3D shadow function.\n");
2069 sample_function
->name
= "unsupported3DShadow";
2070 sample_function
->coord_mask
= 0;
2076 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2080 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2081 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2082 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2083 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2086 FIXME("Unsupported 3D grad function.\n");
2087 sample_function
->name
= "unsupported3DGrad";
2092 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2094 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2099 sample_function
->name
= "";
2100 sample_function
->coord_mask
= 0;
2101 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
2106 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2107 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2109 switch(channel_source
)
2111 case CHANNEL_SOURCE_ZERO
:
2112 strcat(arguments
, "0.0");
2115 case CHANNEL_SOURCE_ONE
:
2116 strcat(arguments
, "1.0");
2119 case CHANNEL_SOURCE_X
:
2120 strcat(arguments
, reg_name
);
2121 strcat(arguments
, ".x");
2124 case CHANNEL_SOURCE_Y
:
2125 strcat(arguments
, reg_name
);
2126 strcat(arguments
, ".y");
2129 case CHANNEL_SOURCE_Z
:
2130 strcat(arguments
, reg_name
);
2131 strcat(arguments
, ".z");
2134 case CHANNEL_SOURCE_W
:
2135 strcat(arguments
, reg_name
);
2136 strcat(arguments
, ".w");
2140 FIXME("Unhandled channel source %#x\n", channel_source
);
2141 strcat(arguments
, "undefined");
2145 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2148 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2149 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2151 unsigned int mask_size
, remaining
;
2152 DWORD fixup_mask
= 0;
2153 char arguments
[256];
2156 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2157 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2158 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2159 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2160 if (!(mask
&= fixup_mask
))
2163 if (is_complex_fixup(fixup
))
2165 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2166 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2170 shader_glsl_write_mask_to_str(mask
, mask_str
);
2171 mask_size
= shader_glsl_get_write_mask_size(mask
);
2173 arguments
[0] = '\0';
2174 remaining
= mask_size
;
2175 if (mask
& WINED3DSP_WRITEMASK_0
)
2177 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2178 if (--remaining
) strcat(arguments
, ", ");
2180 if (mask
& WINED3DSP_WRITEMASK_1
)
2182 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2183 if (--remaining
) strcat(arguments
, ", ");
2185 if (mask
& WINED3DSP_WRITEMASK_2
)
2187 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2188 if (--remaining
) strcat(arguments
, ", ");
2190 if (mask
& WINED3DSP_WRITEMASK_3
)
2192 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2193 if (--remaining
) strcat(arguments
, ", ");
2197 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2199 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2202 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2207 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2208 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2211 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2212 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2213 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2215 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2216 char dst_swizzle
[6];
2217 struct color_fixup_desc fixup
;
2218 BOOL np2_fixup
= FALSE
;
2221 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2223 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2225 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2226 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2228 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2230 FIXME("Biased sampling from NP2 textures is unsupported\n");
2238 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2241 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2243 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2244 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2246 va_start(args
, coord_reg_fmt
);
2247 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2251 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2254 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2255 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2257 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2258 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2259 } else if(dx
&& dy
) {
2260 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2262 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2266 if(!is_identity_fixup(fixup
)) {
2267 shader_glsl_color_correction(ins
, fixup
);
2271 /*****************************************************************************
2272 * Begin processing individual instruction opcodes
2273 ****************************************************************************/
2275 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2277 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2278 struct glsl_src_param src0_param
;
2279 struct glsl_src_param src1_param
;
2283 /* Determine the GLSL operator to use based on the opcode */
2284 switch (ins
->handler_idx
)
2286 case WINED3DSIH_ADD
: op
= "+"; break;
2287 case WINED3DSIH_AND
: op
= "&"; break;
2288 case WINED3DSIH_DIV
: op
= "/"; break;
2289 case WINED3DSIH_IADD
: op
= "+"; break;
2290 case WINED3DSIH_MUL
: op
= "*"; break;
2291 case WINED3DSIH_SUB
: op
= "-"; break;
2292 case WINED3DSIH_USHR
: op
= ">>"; break;
2293 case WINED3DSIH_XOR
: op
= "^"; break;
2295 op
= "<unhandled operator>";
2296 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2300 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2301 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2302 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2303 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2306 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2308 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2309 struct glsl_src_param src0_param
;
2310 struct glsl_src_param src1_param
;
2311 unsigned int mask_size
;
2315 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2316 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2317 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2318 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2322 switch (ins
->handler_idx
)
2324 case WINED3DSIH_EQ
: op
= "equal"; break;
2325 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2326 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2327 case WINED3DSIH_LT
: op
= "lessThan"; break;
2329 op
= "<unhandled operator>";
2330 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2334 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2335 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2339 switch (ins
->handler_idx
)
2341 case WINED3DSIH_EQ
: op
= "=="; break;
2342 case WINED3DSIH_GE
: op
= ">="; break;
2343 case WINED3DSIH_IGE
: op
= ">="; break;
2344 case WINED3DSIH_LT
: op
= "<"; break;
2346 op
= "<unhandled operator>";
2347 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2351 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2352 src0_param
.param_str
, op
, src1_param
.param_str
);
2356 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2358 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2359 struct glsl_src_param src0_param
;
2360 struct glsl_src_param src1_param
;
2363 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2364 * not, we can emulate it. */
2365 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2366 FIXME("64-bit integer multiplies not implemented.\n");
2368 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2370 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2371 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2372 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2374 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2375 src0_param
.param_str
, src1_param
.param_str
);
2379 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2381 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2382 struct glsl_src_param src0_param
, src1_param
;
2385 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2388 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2392 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2393 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2394 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2395 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2396 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2398 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2399 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2400 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2401 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2403 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2404 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2408 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2409 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2410 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2411 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2414 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2416 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2417 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2418 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2419 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2423 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2424 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2426 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2427 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2428 struct glsl_src_param src0_param
;
2431 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2432 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2434 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2435 * shader versions WINED3DSIO_MOVA is used for this. */
2436 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2437 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2438 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2440 /* This is a simple floor() */
2441 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2442 if (mask_size
> 1) {
2443 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2445 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2448 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2450 /* We need to *round* to the nearest int here. */
2451 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2453 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2456 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2458 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2463 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2464 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2466 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2467 src0_param
.param_str
, src0_param
.param_str
);
2472 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2476 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2477 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2479 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2480 struct glsl_src_param src0_param
;
2481 struct glsl_src_param src1_param
;
2482 DWORD dst_write_mask
, src_write_mask
;
2483 unsigned int dst_size
= 0;
2485 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2486 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2488 /* dp3 works on vec3, dp4 on vec4 */
2489 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2491 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2493 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2496 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2497 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2500 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2502 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2506 /* Note that this instruction has some restrictions. The destination write mask
2507 * can't contain the w component, and the source swizzles have to be .xyzw */
2508 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2510 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2511 struct glsl_src_param src0_param
;
2512 struct glsl_src_param src1_param
;
2515 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2516 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2517 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2518 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2519 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2522 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2524 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2527 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2528 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2529 * GLSL uses the value as-is. */
2530 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2532 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2533 struct glsl_src_param src0_param
;
2534 struct glsl_src_param src1_param
;
2535 DWORD dst_write_mask
;
2536 unsigned int dst_size
;
2538 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2539 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2541 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2542 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2546 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2547 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2551 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2552 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2556 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2557 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2558 * GLSL uses the value as-is. */
2559 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2561 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2562 struct glsl_src_param src0_param
;
2563 DWORD dst_write_mask
;
2564 unsigned int dst_size
;
2566 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2567 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2569 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2573 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2574 dst_size
, src0_param
.param_str
);
2578 shader_addline(buffer
, "log2(abs(%s)));\n",
2579 src0_param
.param_str
);
2583 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2584 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2586 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2587 struct glsl_src_param src_param
;
2588 const char *instruction
;
2592 /* Determine the GLSL function to use based on the opcode */
2593 /* TODO: Possibly make this a table for faster lookups */
2594 switch (ins
->handler_idx
)
2596 case WINED3DSIH_MIN
: instruction
= "min"; break;
2597 case WINED3DSIH_MAX
: instruction
= "max"; break;
2598 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2599 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2600 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2601 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2602 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2603 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2604 default: instruction
= "";
2605 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2609 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2611 shader_addline(buffer
, "%s(", instruction
);
2615 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2616 shader_addline(buffer
, "%s", src_param
.param_str
);
2617 for (i
= 1; i
< ins
->src_count
; ++i
)
2619 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2620 shader_addline(buffer
, ", %s", src_param
.param_str
);
2624 shader_addline(buffer
, "));\n");
2627 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2629 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2631 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2632 struct glsl_src_param src_param
;
2633 unsigned int mask_size
;
2637 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2638 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2639 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2641 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2642 src_param
.param_str
, src_param
.param_str
);
2643 shader_glsl_append_dst(buffer
, ins
);
2647 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2648 mask_size
, src_param
.param_str
);
2652 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2653 src_param
.param_str
);
2657 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2658 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2659 * dst.x = 2^(floor(src))
2660 * dst.y = src - floor(src)
2661 * dst.z = 2^src (partial precision is allowed, but optional)
2663 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2664 * dst = 2^src; (partial precision is allowed, but optional)
2666 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2668 struct glsl_src_param src_param
;
2670 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2672 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2676 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2677 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2678 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2679 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2681 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2682 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2683 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2686 unsigned int mask_size
;
2688 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2689 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2691 if (mask_size
> 1) {
2692 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2694 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2699 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2701 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2702 struct glsl_src_param src_param
;
2703 unsigned int mask_size
;
2706 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2707 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2708 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2711 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2713 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2716 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2718 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2719 struct glsl_src_param src_param
;
2720 unsigned int mask_size
;
2723 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2724 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2725 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2728 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2730 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2733 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2734 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2736 struct glsl_src_param src_param
;
2738 unsigned int mask_size
;
2740 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2741 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2742 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2746 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2747 mask_size
, src_param
.param_str
);
2751 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2752 src_param
.param_str
);
2756 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2758 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2759 struct glsl_src_param src_param
;
2761 unsigned int mask_size
;
2763 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2764 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2766 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2770 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2771 mask_size
, src_param
.param_str
);
2775 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2776 src_param
.param_str
);
2780 /** Process signed comparison opcodes in GLSL. */
2781 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2783 struct glsl_src_param src0_param
;
2784 struct glsl_src_param src1_param
;
2786 unsigned int mask_size
;
2788 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2789 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2790 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2791 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2793 if (mask_size
> 1) {
2794 const char *compare
;
2796 switch(ins
->handler_idx
)
2798 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2799 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2800 default: compare
= "";
2801 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2804 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2805 src0_param
.param_str
, src1_param
.param_str
);
2807 switch(ins
->handler_idx
)
2809 case WINED3DSIH_SLT
:
2810 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2811 * to return 0.0 but step returns 1.0 because step is not < x
2812 * An alternative is a bvec compare padded with an unused second component.
2813 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2814 * issue. Playing with not() is not possible either because not() does not accept
2817 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2818 src0_param
.param_str
, src1_param
.param_str
);
2820 case WINED3DSIH_SGE
:
2821 /* Here we can use the step() function and safe a conditional */
2822 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2825 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2831 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2833 const char *condition_prefix
, *condition_suffix
;
2834 struct wined3d_shader_dst_param dst
;
2835 struct glsl_src_param src0_param
;
2836 struct glsl_src_param src1_param
;
2837 struct glsl_src_param src2_param
;
2838 BOOL temp_destination
= FALSE
;
2839 DWORD cmp_channel
= 0;
2844 switch (ins
->handler_idx
)
2846 case WINED3DSIH_CMP
:
2847 condition_prefix
= "";
2848 condition_suffix
= " >= 0.0";
2851 case WINED3DSIH_CND
:
2852 condition_prefix
= "";
2853 condition_suffix
= " > 0.5";
2856 case WINED3DSIH_MOVC
:
2857 condition_prefix
= "bool(";
2858 condition_suffix
= ")";
2862 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2863 condition_prefix
= "<unhandled prefix>";
2864 condition_suffix
= "<unhandled suffix>";
2868 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2870 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2871 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2872 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2873 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2875 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2876 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2877 src1_param
.param_str
, src2_param
.param_str
);
2883 /* Splitting the instruction up in multiple lines imposes a problem:
2884 * The first lines may overwrite source parameters of the following lines.
2885 * Deal with that by using a temporary destination register if needed. */
2886 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2887 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2888 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2889 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2890 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2891 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2892 temp_destination
= TRUE
;
2894 /* Cycle through all source0 channels. */
2895 for (i
= 0; i
< 4; ++i
)
2898 /* Find the destination channels which use the current source0 channel. */
2899 for (j
= 0; j
< 4; ++j
)
2901 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2903 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2904 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2907 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2909 if (temp_destination
)
2911 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2913 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2915 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
)))
2918 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2919 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2920 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2922 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2923 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2924 src1_param
.param_str
, src2_param
.param_str
);
2927 if (temp_destination
)
2929 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2930 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2931 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2935 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2936 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2937 * the compare is done per component of src0. */
2938 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2940 struct glsl_src_param src0_param
;
2941 struct glsl_src_param src1_param
;
2942 struct glsl_src_param src2_param
;
2944 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2945 ins
->ctx
->reg_maps
->shader_version
.minor
);
2947 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2949 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2950 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2951 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2952 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2954 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2957 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2959 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2960 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2965 shader_glsl_conditional_move(ins
);
2968 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2969 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2971 struct glsl_src_param src0_param
;
2972 struct glsl_src_param src1_param
;
2973 struct glsl_src_param src2_param
;
2976 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2977 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2978 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2979 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2980 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2981 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2984 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2985 Vertex shaders to GLSL codes */
2986 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2989 int nComponents
= 0;
2990 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2991 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2992 struct wined3d_shader_instruction tmp_ins
;
2994 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2996 /* Set constants for the temporary argument */
2997 tmp_ins
.ctx
= ins
->ctx
;
2998 tmp_ins
.dst_count
= 1;
2999 tmp_ins
.dst
= &tmp_dst
;
3000 tmp_ins
.src_count
= 2;
3001 tmp_ins
.src
= tmp_src
;
3003 switch(ins
->handler_idx
)
3005 case WINED3DSIH_M4x4
:
3007 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3009 case WINED3DSIH_M4x3
:
3011 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3013 case WINED3DSIH_M3x4
:
3015 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3017 case WINED3DSIH_M3x3
:
3019 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3021 case WINED3DSIH_M3x2
:
3023 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3029 tmp_dst
= ins
->dst
[0];
3030 tmp_src
[0] = ins
->src
[0];
3031 tmp_src
[1] = ins
->src
[1];
3032 for (i
= 0; i
< nComponents
; ++i
)
3034 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3035 shader_glsl_dot(&tmp_ins
);
3036 ++tmp_src
[1].reg
.idx
[0].offset
;
3041 The LRP instruction performs a component-wise linear interpolation
3042 between the second and third operands using the first operand as the
3043 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3044 This is equivalent to mix(src2, src1, src0);
3046 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3048 struct glsl_src_param src0_param
;
3049 struct glsl_src_param src1_param
;
3050 struct glsl_src_param src2_param
;
3053 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3055 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3056 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3057 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3059 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3060 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3063 /** Process the WINED3DSIO_LIT instruction in GLSL:
3064 * dst.x = dst.w = 1.0
3065 * dst.y = (src0.x > 0) ? src0.x
3066 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3067 * where src.w is clamped at +- 128
3069 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3071 struct glsl_src_param src0_param
;
3072 struct glsl_src_param src1_param
;
3073 struct glsl_src_param src3_param
;
3076 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3077 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3079 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3080 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3081 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3083 /* The sdk specifies the instruction like this
3085 * if(src.x > 0.0) dst.y = src.x
3087 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3090 * (where power = src.w clamped between -128 and 128)
3092 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3093 * dst.x = 1.0 ... No further explanation needed
3094 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3095 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3096 * dst.w = 1.0. ... Nothing fancy.
3098 * So we still have one conditional in there. So do this:
3099 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3101 * 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),
3102 * 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.
3103 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3105 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3106 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3107 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3109 shader_addline(ins
->ctx
->buffer
,
3110 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3111 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3112 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3113 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3116 /** Process the WINED3DSIO_DST instruction in GLSL:
3118 * dst.y = src0.x * src0.y
3122 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3124 struct glsl_src_param src0y_param
;
3125 struct glsl_src_param src0z_param
;
3126 struct glsl_src_param src1y_param
;
3127 struct glsl_src_param src1w_param
;
3130 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3131 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3133 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3134 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3135 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3136 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3138 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3139 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3142 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3143 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3144 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3146 * dst.x = cos(src0.?)
3147 * dst.y = sin(src0.?)
3151 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3153 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3154 struct glsl_src_param src0_param
;
3157 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3159 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3161 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3164 case WINED3DSP_WRITEMASK_0
:
3165 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3168 case WINED3DSP_WRITEMASK_1
:
3169 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3172 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3173 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3174 src0_param
.param_str
, src0_param
.param_str
);
3178 ERR("Write mask should be .x, .y or .xy\n");
3185 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3188 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3192 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3193 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3194 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3196 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3197 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3198 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3200 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3201 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3205 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3206 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3207 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3210 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3212 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3213 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3214 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3218 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3219 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3220 * generate invalid code
3222 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3224 struct glsl_src_param src0_param
;
3227 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3228 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3230 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3233 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3234 * Start a for() loop where src1.y is the initial value of aL,
3235 * increment aL by src1.z for a total of src1.x iterations.
3236 * Need to use a temporary variable for this operation.
3238 /* FIXME: I don't think nested loops will work correctly this way. */
3239 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3241 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3242 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3243 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3244 const struct wined3d_shader_lconst
*constant
;
3245 struct glsl_src_param src1_param
;
3246 const DWORD
*control_values
= NULL
;
3248 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3250 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3252 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3253 * class hardware doesn't support real varying indexing, but Microsoft
3254 * designed this feature for Shader model 2.x+. If the loop control is
3255 * known at compile time, the GLSL compiler can unroll the loop, and
3256 * replace indirect addressing with direct addressing. */
3257 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3259 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3261 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3263 control_values
= constant
->value
;
3271 struct wined3d_shader_loop_control loop_control
;
3272 loop_control
.count
= control_values
[0];
3273 loop_control
.start
= control_values
[1];
3274 loop_control
.step
= (int)control_values
[2];
3276 if (loop_control
.step
> 0)
3278 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3279 loop_state
->current_depth
, loop_control
.start
,
3280 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3281 loop_state
->current_depth
, loop_control
.step
);
3283 else if (loop_control
.step
< 0)
3285 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3286 loop_state
->current_depth
, loop_control
.start
,
3287 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3288 loop_state
->current_depth
, loop_control
.step
);
3292 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3293 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3294 loop_state
->current_depth
, loop_control
.count
,
3295 loop_state
->current_depth
);
3300 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3301 loop_state
->current_depth
, loop_state
->current_reg
,
3302 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3303 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3306 ++loop_state
->current_reg
;
3310 shader_addline(buffer
, "for (;;)\n{\n");
3313 ++loop_state
->current_depth
;
3316 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3318 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3320 shader_addline(ins
->ctx
->buffer
, "}\n");
3322 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3324 --loop_state
->current_depth
;
3325 --loop_state
->current_reg
;
3328 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3330 --loop_state
->current_depth
;
3334 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3336 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3337 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3338 const struct wined3d_shader_lconst
*constant
;
3339 struct glsl_src_param src0_param
;
3340 const DWORD
*control_values
= NULL
;
3342 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3343 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3345 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3347 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3349 control_values
= constant
->value
;
3357 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3358 loop_state
->current_depth
, loop_state
->current_depth
,
3359 control_values
[0], loop_state
->current_depth
);
3363 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3364 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3365 loop_state
->current_depth
, loop_state
->current_depth
,
3366 src0_param
.param_str
, loop_state
->current_depth
);
3369 ++loop_state
->current_depth
;
3372 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3374 struct glsl_src_param src0_param
;
3376 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3377 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
3380 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3382 struct glsl_src_param src0_param
;
3383 struct glsl_src_param src1_param
;
3385 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3386 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3388 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3389 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3392 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3394 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3397 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3399 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3402 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3404 shader_addline(ins
->ctx
->buffer
, "break;\n");
3407 /* FIXME: According to MSDN the compare is done per component. */
3408 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3410 struct glsl_src_param src0_param
;
3411 struct glsl_src_param src1_param
;
3413 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3414 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3416 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3417 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3420 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3422 struct glsl_src_param src_param
;
3424 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3425 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3428 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3430 shader_addline(ins
->ctx
->buffer
, "}\n");
3431 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3434 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3436 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3439 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3441 struct glsl_src_param src1_param
;
3443 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3444 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3445 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3448 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3450 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3451 * function only suppresses the unhandled instruction warning
3455 /*********************************************
3456 * Pixel Shader Specific Code begins here
3457 ********************************************/
3458 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3460 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3461 struct wined3d_device
*device
= shader
->device
;
3462 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3463 ins
->ctx
->reg_maps
->shader_version
.minor
);
3464 struct glsl_sample_function sample_function
;
3465 const struct wined3d_texture
*texture
;
3466 DWORD sample_flags
= 0;
3468 DWORD mask
= 0, swizzle
;
3470 /* 1.0-1.4: Use destination register as sampler source.
3471 * 2.0+: Use provided sampler source. */
3472 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3473 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3475 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3476 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3478 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3480 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
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 (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3528 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
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_shader
*shader
= ins
->ctx
->shader
;
3565 struct wined3d_device
*device
= shader
->device
;
3566 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3567 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3568 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3569 struct glsl_sample_function sample_function
;
3571 DWORD swizzle
= ins
->src
[1].swizzle
;
3572 const struct wined3d_texture
*texture
;
3574 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3576 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3577 shader_glsl_tex(ins
);
3581 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3582 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3583 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3584 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3586 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3587 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3588 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3589 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3591 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3592 "%s", coord_param
.param_str
);
3595 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3597 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3598 struct wined3d_device
*device
= shader
->device
;
3599 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3600 struct glsl_src_param coord_param
, lod_param
;
3601 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3602 struct glsl_sample_function sample_function
;
3604 DWORD swizzle
= ins
->src
[1].swizzle
;
3605 const struct wined3d_texture
*texture
;
3607 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3608 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3609 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3610 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3612 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3613 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3615 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3617 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3618 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3620 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3621 * However, the NVIDIA drivers allow them in fragment shaders as well,
3622 * even without the appropriate extension. */
3623 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3625 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3626 "%s", coord_param
.param_str
);
3629 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3631 /* FIXME: Make this work for more than just 2D textures */
3632 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3633 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3635 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3639 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3640 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3641 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3645 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3646 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3647 char dst_swizzle
[6];
3649 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3651 if (src_mod
== WINED3DSPSM_DZ
)
3653 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3654 struct glsl_src_param div_param
;
3656 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3658 if (mask_size
> 1) {
3659 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3661 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3664 else if (src_mod
== WINED3DSPSM_DW
)
3666 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3667 struct glsl_src_param div_param
;
3669 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3671 if (mask_size
> 1) {
3672 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3674 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3677 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3682 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3683 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3684 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3685 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3687 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3688 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3689 struct glsl_sample_function sample_function
;
3690 struct glsl_src_param src0_param
;
3693 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3695 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3696 * scalar, and projected sampling would require 4.
3698 * It is a dependent read - not valid with conditional NP2 textures
3700 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3701 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3706 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3707 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3711 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3712 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3716 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3717 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3721 FIXME("Unexpected mask size %u\n", mask_size
);
3726 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3727 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3728 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3730 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3731 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3732 struct glsl_src_param src0_param
;
3734 unsigned int mask_size
;
3736 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3737 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3738 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3740 if (mask_size
> 1) {
3741 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3743 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3747 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3748 * Calculate the depth as dst.x / dst.y */
3749 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3751 struct glsl_dst_param dst_param
;
3753 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3755 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3756 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3757 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3758 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3761 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3762 dst_param
.reg_name
, dst_param
.reg_name
);
3765 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3766 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3767 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3768 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3770 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3772 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3773 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3774 struct glsl_src_param src0_param
;
3776 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3778 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3779 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3782 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3783 * Calculate the 1st of a 2-row matrix multiplication. */
3784 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3786 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3787 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3788 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3789 struct glsl_src_param src0_param
;
3791 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3792 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3795 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3796 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3797 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3799 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3800 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3801 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3802 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3803 struct glsl_src_param src0_param
;
3805 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3806 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3807 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3810 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3812 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3813 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3814 struct glsl_sample_function sample_function
;
3815 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3816 struct glsl_src_param src0_param
;
3818 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3819 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3821 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3823 /* Sample the texture using the calculated coordinates */
3824 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3827 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3828 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3829 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3831 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3832 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3833 struct glsl_sample_function sample_function
;
3834 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3835 struct glsl_src_param src0_param
;
3837 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3838 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3840 /* Dependent read, not valid with conditional NP2 */
3841 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3843 /* Sample the texture using the calculated coordinates */
3844 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3846 tex_mx
->current_row
= 0;
3849 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3850 * Perform the 3rd row of a 3x3 matrix multiply */
3851 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3853 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3854 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3855 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3856 struct glsl_src_param src0_param
;
3859 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3861 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3862 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3863 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3865 tex_mx
->current_row
= 0;
3868 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3869 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3870 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3872 struct glsl_src_param src0_param
;
3873 struct glsl_src_param src1_param
;
3874 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3875 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3876 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3877 struct glsl_sample_function sample_function
;
3878 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3881 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3882 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3884 /* Perform the last matrix multiply operation */
3885 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3886 /* Reflection calculation */
3887 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3889 /* Dependent read, not valid with conditional NP2 */
3890 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3891 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3893 /* Sample the texture */
3894 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3895 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3897 tex_mx
->current_row
= 0;
3900 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3901 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3902 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3904 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3905 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3906 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3907 struct glsl_sample_function sample_function
;
3908 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3909 struct glsl_src_param src0_param
;
3912 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3914 /* Perform the last matrix multiply operation */
3915 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3917 /* Construct the eye-ray vector from w coordinates */
3918 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3919 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3920 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3922 /* Dependent read, not valid with conditional NP2 */
3923 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3924 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3926 /* Sample the texture using the calculated coordinates */
3927 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3928 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3930 tex_mx
->current_row
= 0;
3933 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3934 * Apply a fake bump map transform.
3935 * texbem is pshader <= 1.3 only, this saves a few version checks
3937 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3939 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3940 struct glsl_sample_function sample_function
;
3941 struct glsl_src_param coord_param
;
3947 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3948 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3949 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3951 /* Dependent read, not valid with conditional NP2 */
3952 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3953 mask
= sample_function
.coord_mask
;
3955 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3957 /* With projected textures, texbem only divides the static texture coord,
3958 * not the displacement, so we can't let GL handle this. */
3959 if (flags
& WINED3D_PSARGS_PROJECTED
)
3962 char coord_div_mask
[3];
3963 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3965 case WINED3D_TTFF_COUNT1
:
3966 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3968 case WINED3D_TTFF_COUNT2
:
3969 div_mask
= WINED3DSP_WRITEMASK_1
;
3971 case WINED3D_TTFF_COUNT3
:
3972 div_mask
= WINED3DSP_WRITEMASK_2
;
3974 case WINED3D_TTFF_COUNT4
:
3975 case WINED3D_TTFF_DISABLE
:
3976 div_mask
= WINED3DSP_WRITEMASK_3
;
3979 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3980 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3983 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3985 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3986 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3987 coord_param
.param_str
, coord_mask
);
3989 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3991 struct glsl_src_param luminance_param
;
3992 struct glsl_dst_param dst_param
;
3994 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3995 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3997 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
3998 dst_param
.reg_name
, dst_param
.mask_str
,
3999 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4003 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4005 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4006 struct glsl_src_param src0_param
, src1_param
;
4008 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4009 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4011 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4012 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4013 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4016 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4017 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4018 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4020 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4021 struct glsl_sample_function sample_function
;
4022 struct glsl_src_param src0_param
;
4024 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4026 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4027 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4028 "%s.wx", src0_param
.reg_name
);
4031 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4032 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4033 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4035 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4036 struct glsl_sample_function sample_function
;
4037 struct glsl_src_param src0_param
;
4039 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4041 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4042 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4043 "%s.yz", src0_param
.reg_name
);
4046 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4047 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4048 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4050 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4051 struct glsl_sample_function sample_function
;
4052 struct glsl_src_param src0_param
;
4054 /* Dependent read, not valid with conditional NP2 */
4055 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4056 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4058 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4059 "%s", src0_param
.param_str
);
4062 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4063 * If any of the first 3 components are < 0, discard this pixel */
4064 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4066 struct glsl_dst_param dst_param
;
4068 /* The argument is a destination parameter, and no writemasks are allowed */
4069 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4070 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4072 /* 2.0 shaders compare all 4 components in texkill */
4073 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4075 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4076 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4077 * 4 components are defined, only the first 3 are used
4079 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4083 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4084 * dst = dot2(src0, src1) + src2 */
4085 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4087 struct glsl_src_param src0_param
;
4088 struct glsl_src_param src1_param
;
4089 struct glsl_src_param src2_param
;
4091 unsigned int mask_size
;
4093 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4094 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4096 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4097 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4098 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4100 if (mask_size
> 1) {
4101 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4102 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4104 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4105 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4109 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4110 const struct wined3d_shader_signature_element
*input_signature
,
4111 const struct wined3d_shader_reg_maps
*reg_maps
,
4112 enum vertexprocessing_mode vertexprocessing
)
4114 WORD map
= reg_maps
->input_registers
;
4117 for (i
= 0; map
; map
>>= 1, ++i
)
4119 const char *semantic_name
;
4124 if (!(map
& 1)) continue;
4126 semantic_name
= input_signature
[i
].semantic_name
;
4127 semantic_idx
= input_signature
[i
].semantic_idx
;
4128 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4130 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4132 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4133 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4134 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4136 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4137 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4139 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4142 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4143 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4144 else if (semantic_idx
== 1)
4145 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4146 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
);
4153 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4154 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4159 /*********************************************
4160 * Vertex Shader Specific Code begins here
4161 ********************************************/
4163 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4165 struct glsl_program_key key
;
4167 key
.vs_id
= entry
->vs
.id
;
4168 key
.gs_id
= entry
->gs
.id
;
4169 key
.ps_id
= entry
->ps
.id
;
4171 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4173 ERR("Failed to insert program entry.\n");
4177 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4178 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4180 struct wine_rb_entry
*entry
;
4181 struct glsl_program_key key
;
4187 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4188 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4191 /* Context activation is done by the caller. */
4192 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4193 struct glsl_shader_prog_link
*entry
)
4195 struct glsl_program_key key
;
4197 key
.vs_id
= entry
->vs
.id
;
4198 key
.gs_id
= entry
->gs
.id
;
4199 key
.ps_id
= entry
->ps
.id
;
4200 wine_rb_remove(&priv
->program_lookup
, &key
);
4202 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4204 list_remove(&entry
->vs
.shader_entry
);
4206 list_remove(&entry
->gs
.shader_entry
);
4208 list_remove(&entry
->ps
.shader_entry
);
4209 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4210 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4211 HeapFree(GetProcessHeap(), 0, entry
);
4214 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4215 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4216 const struct wined3d_shader_signature_element
*input_signature
,
4217 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4218 const struct wined3d_shader_signature_element
*output_signature
,
4219 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4222 const char *semantic_name_in
;
4223 UINT semantic_idx_in
;
4226 unsigned int in_count
= vec4_varyings(3, gl_info
);
4228 char destination
[50];
4229 WORD input_map
, output_map
;
4231 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4233 input_map
= reg_maps_in
->input_registers
;
4234 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4236 if (!(input_map
& 1)) continue;
4239 /* Declared, but not read register */
4240 if (in_idx
== ~0U) continue;
4241 if (in_idx
>= (in_count
+ 2))
4243 FIXME("More input varyings declared than supported, expect issues.\n");
4247 if (in_idx
== in_count
)
4248 sprintf(destination
, "gl_FrontColor");
4249 else if (in_idx
== in_count
+ 1)
4250 sprintf(destination
, "gl_FrontSecondaryColor");
4252 sprintf(destination
, "ps_in[%u]", in_idx
);
4254 semantic_name_in
= input_signature
[i
].semantic_name
;
4255 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4258 output_map
= reg_maps_out
->output_registers
;
4259 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4263 if (!(output_map
& 1)
4264 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4265 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4266 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4270 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4272 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4273 destination
, reg_mask
, j
, reg_mask
);
4277 for (i
= 0; i
< in_count
+ 2; ++i
)
4281 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4284 if (set
[i
] == ~0U) set
[i
] = 0;
4287 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4288 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4289 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4290 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4291 reg_mask
[size
] = '\0';
4294 sprintf(destination
, "gl_FrontColor");
4295 else if (i
== in_count
+ 1)
4296 sprintf(destination
, "gl_FrontSecondaryColor");
4298 sprintf(destination
, "ps_in[%u]", i
);
4300 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4301 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4304 HeapFree(GetProcessHeap(), 0, set
);
4307 /* Context activation is done by the caller. */
4308 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4309 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4310 const struct wined3d_gl_info
*gl_info
)
4312 GLhandleARB ret
= 0;
4313 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4315 const char *semantic_name
;
4318 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4319 WORD map
= vs
->reg_maps
.output_registers
;
4321 shader_buffer_clear(buffer
);
4323 shader_addline(buffer
, "#version 120\n");
4327 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4329 for (i
= 0; map
; map
>>= 1, ++i
)
4333 if (!(map
& 1)) continue;
4335 semantic_name
= output_signature
[i
].semantic_name
;
4336 semantic_idx
= output_signature
[i
].semantic_idx
;
4337 write_mask
= output_signature
[i
].mask
;
4338 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4340 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4343 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4344 reg_mask
, i
, reg_mask
);
4345 else if (semantic_idx
== 1)
4346 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4347 reg_mask
, i
, reg_mask
);
4349 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4351 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4352 reg_mask
, i
, reg_mask
);
4354 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4356 if (semantic_idx
< 8)
4358 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4359 write_mask
|= WINED3DSP_WRITEMASK_3
;
4361 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4362 semantic_idx
, reg_mask
, i
, reg_mask
);
4363 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4364 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4367 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4369 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4371 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4373 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4376 shader_addline(buffer
, "}\n");
4380 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
4381 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4382 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4383 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4385 /* First, sort out position and point size. Those are not passed to the pixel shader */
4386 for (i
= 0; map
; map
>>= 1, ++i
)
4388 if (!(map
& 1)) continue;
4390 semantic_name
= output_signature
[i
].semantic_name
;
4391 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4393 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4395 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4396 reg_mask
, i
, reg_mask
);
4398 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4400 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4404 /* Then, fix the pixel shader input */
4405 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4406 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4408 shader_addline(buffer
, "}\n");
4411 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4412 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4413 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4418 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4420 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4421 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4422 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4423 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4424 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4425 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4428 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum fogmode mode
)
4436 /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
4437 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
4441 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4442 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4446 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4447 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4451 ERR("Invalid fog mode %#x.\n", mode
);
4455 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4458 /* Context activation is done by the caller. */
4459 static void hardcode_local_constants(const struct wined3d_shader
*shader
,
4460 const struct wined3d_gl_info
*gl_info
, GLhandleARB programId
, const char *prefix
)
4462 const struct wined3d_shader_lconst
*lconst
;
4467 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
4469 value
= (const float *)lconst
->value
;
4470 snprintf(glsl_name
, sizeof(glsl_name
), "%s_lc%u", prefix
, lconst
->idx
);
4471 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4472 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
4474 checkGLcall("Hardcoding local constants");
4477 /* Context activation is done by the caller. */
4478 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4479 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4480 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4482 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4483 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4484 const DWORD
*function
= shader
->function
;
4485 struct shader_glsl_ctx_priv priv_ctx
;
4487 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4488 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4490 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4491 priv_ctx
.cur_ps_args
= args
;
4492 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4494 shader_addline(buffer
, "#version 120\n");
4496 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4497 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4498 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4499 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4500 /* The spec says that it doesn't have to be explicitly enabled, but the
4501 * nvidia drivers write a warning if we don't do so. */
4502 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4503 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4504 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4505 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4507 /* Base Declarations */
4508 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4510 /* Pack 3.0 inputs */
4511 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4512 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4514 /* Base Shader Body */
4515 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4517 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4518 if (reg_maps
->shader_version
.major
< 2)
4520 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4521 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4524 if (args
->srgb_correction
)
4525 shader_glsl_generate_srgb_write_correction(buffer
);
4527 /* SM < 3 does not replace the fog stage. */
4528 if (reg_maps
->shader_version
.major
< 3)
4529 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4531 shader_addline(buffer
, "}\n");
4533 TRACE("Compiling shader object %u\n", shader_obj
);
4534 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4536 /* Store the shader object */
4540 /* Context activation is done by the caller. */
4541 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4542 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4543 const struct vs_compile_args
*args
)
4545 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4546 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4547 const DWORD
*function
= shader
->function
;
4548 struct shader_glsl_ctx_priv priv_ctx
;
4550 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4551 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4553 shader_addline(buffer
, "#version 120\n");
4555 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4556 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4557 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4558 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4560 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4561 priv_ctx
.cur_vs_args
= args
;
4563 /* Base Declarations */
4564 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4566 /* Base Shader Body */
4567 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4569 /* Unpack outputs */
4570 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4572 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4573 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4574 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4575 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4577 if (args
->fog_src
== VS_FOG_Z
)
4578 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4579 else if (!reg_maps
->fog
)
4580 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4582 /* We always store the clipplanes without y inversion */
4583 if (args
->clip_enabled
)
4584 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4586 /* Write the final position.
4588 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4589 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4590 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4591 * contains 1.0 to allow a mad.
4593 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4594 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4596 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4598 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4599 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4600 * which is the same as z = z * 2 - w.
4602 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4604 shader_addline(buffer
, "}\n");
4606 TRACE("Compiling shader object %u\n", shader_obj
);
4607 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4612 /* Context activation is done by the caller. */
4613 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4614 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4616 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4617 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4618 const DWORD
*function
= shader
->function
;
4619 struct shader_glsl_ctx_priv priv_ctx
;
4620 GLhandleARB shader_id
;
4622 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4624 shader_addline(buffer
, "#version 120\n");
4626 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4627 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4628 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4629 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4630 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4631 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4633 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4634 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4635 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4636 shader_addline(buffer
, "}\n");
4638 TRACE("Compiling shader object %u.\n", shader_id
);
4639 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4644 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4645 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4646 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4648 struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
4649 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4650 struct glsl_shader_private
*shader_data
;
4651 struct ps_np2fixup_info
*np2fixup
;
4656 if (!shader
->backend_data
)
4658 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4659 if (!shader
->backend_data
)
4661 ERR("Failed to allocate backend data.\n");
4665 shader_data
= shader
->backend_data
;
4666 gl_shaders
= shader_data
->gl_shaders
.ps
;
4668 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4669 * so a linear search is more performant than a hashmap or a binary search
4670 * (cache coherency etc)
4672 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4674 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4676 if (args
->np2_fixup
)
4677 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4678 return gl_shaders
[i
].prgId
;
4682 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4683 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4684 if (shader_data
->num_gl_shaders
)
4686 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4687 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4688 new_size
* sizeof(*gl_shaders
));
4692 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4697 ERR("Out of memory\n");
4700 shader_data
->gl_shaders
.ps
= new_array
;
4701 shader_data
->shader_array_size
= new_size
;
4702 gl_shaders
= new_array
;
4705 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4707 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4708 memset(np2fixup
, 0, sizeof(*np2fixup
));
4709 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4711 pixelshader_update_samplers(&shader
->reg_maps
, state
->textures
);
4713 shader_buffer_clear(buffer
);
4714 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4715 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4720 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4721 const DWORD use_map
) {
4722 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4723 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4724 return stored
->fog_src
== new->fog_src
;
4727 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4728 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4729 const struct vs_compile_args
*args
)
4733 DWORD use_map
= shader
->device
->strided_streams
.use_map
;
4734 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4735 struct glsl_shader_private
*shader_data
;
4738 if (!shader
->backend_data
)
4740 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4741 if (!shader
->backend_data
)
4743 ERR("Failed to allocate backend data.\n");
4747 shader_data
= shader
->backend_data
;
4748 gl_shaders
= shader_data
->gl_shaders
.vs
;
4750 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4751 * so a linear search is more performant than a hashmap or a binary search
4752 * (cache coherency etc)
4754 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4756 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4757 return gl_shaders
[i
].prgId
;
4760 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4762 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4763 if (shader_data
->num_gl_shaders
)
4765 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4766 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4767 new_size
* sizeof(*gl_shaders
));
4771 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4776 ERR("Out of memory\n");
4779 shader_data
->gl_shaders
.vs
= new_array
;
4780 shader_data
->shader_array_size
= new_size
;
4781 gl_shaders
= new_array
;
4784 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4786 shader_buffer_clear(buffer
);
4787 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4788 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4793 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4794 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4796 struct glsl_gs_compiled_shader
*gl_shaders
;
4797 struct glsl_shader_private
*shader_data
;
4800 if (!shader
->backend_data
)
4802 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4804 ERR("Failed to allocate backend data.\n");
4808 shader_data
= shader
->backend_data
;
4809 gl_shaders
= shader_data
->gl_shaders
.gs
;
4811 if (shader_data
->num_gl_shaders
)
4812 return gl_shaders
[0].id
;
4814 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4816 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4818 ERR("Failed to allocate GL shader array.\n");
4821 shader_data
->shader_array_size
= 1;
4822 gl_shaders
= shader_data
->gl_shaders
.gs
;
4824 shader_buffer_clear(buffer
);
4825 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4826 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4831 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
4832 DWORD argnum
, unsigned int stage
, DWORD arg
)
4836 if (arg
== ARG_UNUSED
)
4837 return "<unused arg>";
4839 switch (arg
& WINED3DTA_SELECTMASK
)
4841 case WINED3DTA_DIFFUSE
:
4845 case WINED3DTA_CURRENT
:
4852 case WINED3DTA_TEXTURE
:
4855 case 0: ret
= "tex0"; break;
4856 case 1: ret
= "tex1"; break;
4857 case 2: ret
= "tex2"; break;
4858 case 3: ret
= "tex3"; break;
4859 case 4: ret
= "tex4"; break;
4860 case 5: ret
= "tex5"; break;
4861 case 6: ret
= "tex6"; break;
4862 case 7: ret
= "tex7"; break;
4864 ret
= "<invalid texture>";
4869 case WINED3DTA_TFACTOR
:
4873 case WINED3DTA_SPECULAR
:
4874 ret
= "gl_SecondaryColor";
4877 case WINED3DTA_TEMP
:
4881 case WINED3DTA_CONSTANT
:
4882 FIXME("Per-stage constants not implemented.\n");
4885 case 0: ret
= "const0"; break;
4886 case 1: ret
= "const1"; break;
4887 case 2: ret
= "const2"; break;
4888 case 3: ret
= "const3"; break;
4889 case 4: ret
= "const4"; break;
4890 case 5: ret
= "const5"; break;
4891 case 6: ret
= "const6"; break;
4892 case 7: ret
= "const7"; break;
4894 ret
= "<invalid constant>";
4900 return "<unhandled arg>";
4903 if (arg
& WINED3DTA_COMPLEMENT
)
4905 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
4908 else if (argnum
== 1)
4910 else if (argnum
== 2)
4914 if (arg
& WINED3DTA_ALPHAREPLICATE
)
4916 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
4919 else if (argnum
== 1)
4921 else if (argnum
== 2)
4928 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
4929 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
4931 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
4941 dstreg
= "temp_reg";
4945 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
4946 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
4947 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
4951 case WINED3D_TOP_DISABLE
:
4953 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
4956 case WINED3D_TOP_SELECT_ARG1
:
4957 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
4960 case WINED3D_TOP_SELECT_ARG2
:
4961 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
4964 case WINED3D_TOP_MODULATE
:
4965 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4968 case WINED3D_TOP_MODULATE_4X
:
4969 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
4970 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4973 case WINED3D_TOP_MODULATE_2X
:
4974 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
4975 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4978 case WINED3D_TOP_ADD
:
4979 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
4980 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4983 case WINED3D_TOP_ADD_SIGNED
:
4984 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
4985 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4988 case WINED3D_TOP_ADD_SIGNED_2X
:
4989 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
4990 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4993 case WINED3D_TOP_SUBTRACT
:
4994 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
4995 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
4998 case WINED3D_TOP_ADD_SMOOTH
:
4999 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5000 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5003 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5004 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5005 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5006 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5009 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5010 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5011 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5012 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5015 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5016 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5017 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5018 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5021 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5022 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5023 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5024 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5027 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5028 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5029 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5030 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5033 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5034 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5035 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5038 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5039 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5040 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5043 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5044 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5045 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5047 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5048 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5049 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5052 case WINED3D_TOP_BUMPENVMAP
:
5053 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5054 /* These are handled in the first pass, nothing to do. */
5057 case WINED3D_TOP_DOTPRODUCT3
:
5058 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5059 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5062 case WINED3D_TOP_MULTIPLY_ADD
:
5063 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5064 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5067 case WINED3D_TOP_LERP
:
5068 /* MSDN isn't quite right here. */
5069 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5070 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5074 FIXME("Unhandled operation %#x.\n", op
);
5079 /* Context activation is done by the caller. */
5080 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5081 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5083 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5084 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0;
5085 const char *final_combiner_src
= "ret";
5086 UINT lowest_disabled_stage
;
5087 GLhandleARB shader_obj
;
5088 DWORD arg0
, arg1
, arg2
;
5091 shader_buffer_clear(buffer
);
5093 /* Find out which textures are read */
5094 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5096 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5099 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5100 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5101 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5103 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5104 tex_map
|= 1 << stage
;
5105 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5106 tfactor_used
= TRUE
;
5107 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5108 tempreg_used
= TRUE
;
5109 if (settings
->op
[stage
].dst
== tempreg
)
5110 tempreg_used
= TRUE
;
5112 switch (settings
->op
[stage
].cop
)
5114 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5115 lum_map
|= 1 << stage
;
5117 case WINED3D_TOP_BUMPENVMAP
:
5118 bump_map
|= 1 << stage
;
5120 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5121 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5122 tex_map
|= 1 << stage
;
5125 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5126 tfactor_used
= TRUE
;
5133 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5136 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5137 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5138 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5140 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5141 tex_map
|= 1 << stage
;
5142 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5143 tfactor_used
= TRUE
;
5144 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5145 tempreg_used
= TRUE
;
5147 lowest_disabled_stage
= stage
;
5149 shader_addline(buffer
, "#version 120\n");
5151 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5152 shader_addline(buffer
, "vec4 ret;\n");
5153 if (tempreg_used
|| settings
->sRGB_write
)
5154 shader_addline(buffer
, "vec4 temp_reg;\n");
5155 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5157 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5159 if (!(tex_map
& (1 << stage
)))
5162 switch (settings
->op
[stage
].tex_type
)
5165 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5168 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5171 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5174 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5177 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5180 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5184 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5186 if (!(bump_map
& (1 << stage
)))
5188 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5190 if (!(lum_map
& (1 << stage
)))
5192 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5193 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5196 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5197 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5199 if (settings
->sRGB_write
)
5201 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
5202 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
5203 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
5207 shader_addline(buffer
, "void main()\n{\n");
5209 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5210 shader_addline(buffer
, "if (any(lessThan(gl_texCoord[7], vec4(0.0)))) discard;\n");
5212 /* Generate texture sampling instructions) */
5213 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5215 const char *texture_function
, *coord_mask
;
5216 char tex_reg_name
[8];
5219 if (!(tex_map
& (1 << stage
)))
5222 if (settings
->op
[stage
].projected
== proj_none
)
5226 else if (settings
->op
[stage
].projected
== proj_count4
5227 || settings
->op
[stage
].projected
== proj_count3
)
5233 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5237 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
5238 || settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5243 switch (settings
->op
[stage
].tex_type
)
5248 texture_function
= "texture1DProj";
5253 texture_function
= "texture1D";
5260 texture_function
= "texture2DProj";
5265 texture_function
= "texture2D";
5272 texture_function
= "texture3DProj";
5273 coord_mask
= "xyzw";
5277 texture_function
= "texture3D";
5282 texture_function
= "textureCube";
5288 texture_function
= "texture2DRectProj";
5293 texture_function
= "texture2DRect";
5298 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5299 texture_function
= "";
5300 coord_mask
= "xyzw";
5305 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5306 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5308 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5310 /* With projective textures, texbem only divides the static
5311 * texture coord, not the displacement, so multiply the
5312 * displacement with the dividing parameter before passing it to
5314 if (settings
->op
[stage
].projected
!= proj_none
)
5316 if (settings
->op
[stage
].projected
== proj_count4
)
5318 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5320 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5324 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5326 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5331 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5335 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
5336 stage
, texture_function
, stage
, coord_mask
);
5338 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5339 stage
, texture_function
, stage
, coord_mask
);
5341 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5342 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5343 stage
, stage
- 1, stage
- 1, stage
- 1);
5345 else if (settings
->op
[stage
].projected
== proj_count3
)
5348 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
5349 stage
, texture_function
, stage
, stage
);
5351 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5352 stage
, texture_function
, stage
, stage
);
5357 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
5358 stage
, texture_function
, stage
, stage
, coord_mask
);
5360 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5361 stage
, texture_function
, stage
, stage
, coord_mask
);
5364 sprintf(tex_reg_name
, "tex%u", stage
);
5365 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5366 settings
->op
[stage
].color_fixup
);
5369 /* Generate the main shader */
5370 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5374 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5377 final_combiner_src
= "gl_Color";
5381 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5382 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5383 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5384 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5385 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5386 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5387 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5388 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5389 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5390 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5391 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5392 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5394 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5395 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5396 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5397 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5399 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5401 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5402 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5403 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5405 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5409 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5410 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5411 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5415 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5416 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5417 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5418 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5419 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5420 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5424 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5426 if (settings
->sRGB_write
)
5427 shader_glsl_generate_srgb_write_correction(buffer
);
5429 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5431 shader_addline(buffer
, "}\n");
5433 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5434 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5438 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5439 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5441 struct glsl_ffp_fragment_shader
*glsl_desc
;
5442 const struct ffp_frag_desc
*desc
;
5444 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5445 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5447 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5449 ERR("Failed to allocate ffp desc memory.\n");
5453 glsl_desc
->entry
.settings
= *args
;
5454 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5455 list_init(&glsl_desc
->linked_programs
);
5456 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5462 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5463 GLhandleARB program_id
, struct glsl_vs_program
*vs
)
5468 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5469 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5470 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
5472 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5473 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5476 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5478 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5479 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5482 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5485 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5486 GLhandleARB program_id
, struct glsl_ps_program
*ps
)
5491 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5492 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5493 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
5495 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5496 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5499 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5501 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5502 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5505 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5507 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5508 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5509 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5510 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5511 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5512 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5515 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5516 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5517 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5518 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5521 /* Context activation is done by the caller. */
5522 static void set_glsl_shader_program(const struct wined3d_context
*context
, struct wined3d_device
*device
,
5523 enum wined3d_shader_mode vertex_mode
, enum wined3d_shader_mode fragment_mode
)
5525 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
5526 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5527 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5528 struct shader_glsl_priv
*priv
= device
->shader_priv
;
5529 struct glsl_shader_prog_link
*entry
= NULL
;
5530 struct wined3d_shader
*vshader
= NULL
;
5531 struct wined3d_shader
*gshader
= NULL
;
5532 struct wined3d_shader
*pshader
= NULL
;
5533 GLhandleARB programId
= 0;
5534 GLhandleARB reorder_shader_id
= 0;
5536 struct ps_compile_args ps_compile_args
;
5537 struct vs_compile_args vs_compile_args
;
5538 GLhandleARB vs_id
, gs_id
, ps_id
;
5539 struct list
*ps_list
;
5541 if (vertex_mode
== WINED3D_SHADER_MODE_SHADER
)
5543 vshader
= state
->vertex_shader
;
5544 find_vs_compile_args(state
, vshader
, &vs_compile_args
);
5545 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5547 if ((gshader
= state
->geometry_shader
))
5548 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5558 if (fragment_mode
== WINED3D_SHADER_MODE_SHADER
)
5560 pshader
= state
->pixel_shader
;
5561 find_ps_compile_args(state
, pshader
, &ps_compile_args
);
5562 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5563 pshader
, &ps_compile_args
, &np2fixup_info
);
5564 ps_list
= &pshader
->linked_programs
;
5566 else if (fragment_mode
== WINED3D_SHADER_MODE_FFP
&& priv
->fragment_pipe
== &glsl_fragment_pipe
)
5568 struct glsl_ffp_fragment_shader
*ffp_shader
;
5569 struct ffp_frag_settings settings
;
5571 gen_ffp_frag_op(device
, state
, &settings
, FALSE
);
5572 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5573 ps_id
= ffp_shader
->id
;
5574 ps_list
= &ffp_shader
->linked_programs
;
5581 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5583 priv
->glsl_program
= entry
;
5587 /* If we get to this point, then no matching program exists, so we create one */
5588 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5589 TRACE("Created new GLSL shader program %u\n", programId
);
5591 /* Create the entry */
5592 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5593 entry
->programId
= programId
;
5594 entry
->vs
.id
= vs_id
;
5595 entry
->gs
.id
= gs_id
;
5596 entry
->ps
.id
= ps_id
;
5597 entry
->constant_version
= 0;
5598 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5599 /* Add the hash table entry */
5600 add_glsl_program_entry(priv
, entry
);
5602 /* Set the current program */
5603 priv
->glsl_program
= entry
;
5605 /* Attach GLSL vshader */
5608 WORD map
= vshader
->reg_maps
.input_registers
;
5611 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5612 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5613 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5614 checkGLcall("glAttachObjectARB");
5615 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5618 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5620 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5621 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5622 checkGLcall("glAttachObjectARB");
5624 /* Bind vertex attributes to a corresponding index number to match
5625 * the same index numbers as ARB_vertex_programs (makes loading
5626 * vertex attributes simpler). With this method, we can use the
5627 * exact same code to load the attributes later for both ARB and
5630 * We have to do this here because we need to know the Program ID
5631 * in order to make the bindings work, and it has to be done prior
5632 * to linking the GLSL program. */
5633 for (i
= 0; map
; map
>>= 1, ++i
)
5635 if (!(map
& 1)) continue;
5637 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5638 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5640 checkGLcall("glBindAttribLocationARB");
5642 list_add_head(&vshader
->linked_programs
, &entry
->vs
.shader_entry
);
5647 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5648 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5649 checkGLcall("glAttachObjectARB");
5651 TRACE("input type %s, output type %s, vertices out %u.\n",
5652 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5653 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5654 gshader
->u
.gs
.vertices_out
);
5655 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5656 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5657 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5658 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5659 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5660 gshader
->u
.gs
.vertices_out
));
5661 checkGLcall("glProgramParameteriARB");
5663 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5666 /* Attach GLSL pshader */
5669 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5670 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5671 checkGLcall("glAttachObjectARB");
5673 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5676 /* Link the program */
5677 TRACE("Linking GLSL shader program %u\n", programId
);
5678 GL_EXTCALL(glLinkProgramARB(programId
));
5679 shader_glsl_validate_link(gl_info
, programId
);
5681 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
);
5682 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
);
5683 checkGLcall("Find glsl program uniform locations");
5685 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5686 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5688 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5689 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
5693 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
5696 /* Set the shader to allow uniform loading on it */
5697 GL_EXTCALL(glUseProgramObjectARB(programId
));
5698 checkGLcall("glUseProgramObjectARB(programId)");
5700 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5701 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5702 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5703 * vertex shader with fixed function pixel processing is used we make sure that the card
5704 * supports enough samplers to allow the max number of vertex samplers with all possible
5705 * fixed function fragment processing setups. So once the program is linked these samplers
5708 shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
5709 shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
5711 /* If the local constants do not have to be loaded with the environment constants,
5712 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
5715 if (pshader
&& !pshader
->load_local_constsF
)
5716 hardcode_local_constants(pshader
, gl_info
, programId
, "ps");
5717 if (vshader
&& !vshader
->load_local_constsF
)
5718 hardcode_local_constants(vshader
, gl_info
, programId
, "vs");
5721 /* Context activation is done by the caller. */
5722 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
5724 GLhandleARB program_id
;
5725 GLhandleARB vshader_id
, pshader_id
;
5726 const char *blt_pshader
;
5728 static const char *blt_vshader
=
5732 " gl_Position = gl_Vertex;\n"
5733 " gl_FrontColor = vec4(1.0);\n"
5734 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
5737 static const char * const blt_pshaders_full
[tex_type_count
] =
5743 "uniform sampler2D sampler;\n"
5746 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5752 "uniform samplerCube sampler;\n"
5755 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5759 "#extension GL_ARB_texture_rectangle : enable\n"
5760 "uniform sampler2DRect sampler;\n"
5763 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5767 static const char * const blt_pshaders_masked
[tex_type_count
] =
5773 "uniform sampler2D sampler;\n"
5774 "uniform vec4 mask;\n"
5777 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5778 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
5784 "uniform samplerCube sampler;\n"
5785 "uniform vec4 mask;\n"
5788 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5789 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
5793 "#extension GL_ARB_texture_rectangle : enable\n"
5794 "uniform sampler2DRect sampler;\n"
5795 "uniform vec4 mask;\n"
5798 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
5799 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
5803 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
5806 FIXME("tex_type %#x not supported\n", tex_type
);
5810 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5811 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
5813 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5814 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
5816 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
5817 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
5818 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
5819 GL_EXTCALL(glLinkProgramARB(program_id
));
5821 shader_glsl_validate_link(gl_info
, program_id
);
5823 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
5826 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
5827 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
5831 /* Context activation is done by the caller. */
5832 static void shader_glsl_select(const struct wined3d_context
*context
, enum wined3d_shader_mode vertex_mode
,
5833 enum wined3d_shader_mode fragment_mode
)
5835 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5836 struct wined3d_device
*device
= context
->swapchain
->device
;
5837 struct shader_glsl_priv
*priv
= device
->shader_priv
;
5838 GLhandleARB program_id
= 0;
5839 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
5841 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vs
.vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
5842 set_glsl_shader_program(context
, device
, vertex_mode
, fragment_mode
);
5843 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vs
.vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
5844 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
5846 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
5848 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
5849 checkGLcall("glClampColorARB");
5853 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
5857 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
5858 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
5859 GL_EXTCALL(glUseProgramObjectARB(program_id
));
5860 checkGLcall("glUseProgramObjectARB");
5862 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
5863 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
5864 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
5865 if (priv
->glsl_program
&& priv
->glsl_program
->ps
.np2_fixup_info
)
5867 shader_glsl_load_np2fixup_constants(priv
, gl_info
, &device
->stateBlock
->state
);
5871 /* Context activation is done by the caller. */
5872 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
5873 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
5875 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
5876 struct shader_glsl_priv
*priv
= shader_priv
;
5877 GLhandleARB
*blt_program
;
5880 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
5883 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
5884 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
5885 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
5886 GL_EXTCALL(glUniform1iARB(loc
, 0));
5890 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
5895 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
5896 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
5900 /* Context activation is done by the caller. */
5901 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
5903 struct shader_glsl_priv
*priv
= shader_priv
;
5904 GLhandleARB program_id
;
5906 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
5907 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
5909 GL_EXTCALL(glUseProgramObjectARB(program_id
));
5910 checkGLcall("glUseProgramObjectARB");
5913 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
5915 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
5916 struct wined3d_device
*device
= shader
->device
;
5917 struct shader_glsl_priv
*priv
= device
->shader_priv
;
5918 const struct wined3d_gl_info
*gl_info
;
5919 const struct list
*linked_programs
;
5920 struct wined3d_context
*context
;
5922 if (!shader_data
|| !shader_data
->num_gl_shaders
)
5924 HeapFree(GetProcessHeap(), 0, shader_data
);
5925 shader
->backend_data
= NULL
;
5929 context
= context_acquire(device
, NULL
);
5930 gl_info
= context
->gl_info
;
5932 TRACE("Deleting linked programs.\n");
5933 linked_programs
= &shader
->linked_programs
;
5934 if (linked_programs
->next
)
5936 struct glsl_shader_prog_link
*entry
, *entry2
;
5939 switch (shader
->reg_maps
.shader_version
.type
)
5941 case WINED3D_SHADER_TYPE_PIXEL
:
5943 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
5945 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
5946 struct glsl_shader_prog_link
, ps
.shader_entry
)
5948 delete_glsl_program_entry(priv
, gl_info
, entry
);
5951 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5953 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
5954 if (priv
->glsl_program
&& priv
->glsl_program
->ps
.id
== gl_shaders
[i
].prgId
)
5955 shader_glsl_select(context
, WINED3D_SHADER_MODE_NONE
, WINED3D_SHADER_MODE_NONE
);
5956 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
5957 checkGLcall("glDeleteObjectARB");
5959 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
5964 case WINED3D_SHADER_TYPE_VERTEX
:
5966 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
5968 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
5969 struct glsl_shader_prog_link
, vs
.shader_entry
)
5971 delete_glsl_program_entry(priv
, gl_info
, entry
);
5974 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5976 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
5977 if (priv
->glsl_program
&& priv
->glsl_program
->vs
.id
== gl_shaders
[i
].prgId
)
5978 shader_glsl_select(context
, WINED3D_SHADER_MODE_NONE
, WINED3D_SHADER_MODE_NONE
);
5979 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
5980 checkGLcall("glDeleteObjectARB");
5982 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
5987 case WINED3D_SHADER_TYPE_GEOMETRY
:
5989 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
5991 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
5992 struct glsl_shader_prog_link
, gs
.shader_entry
)
5994 delete_glsl_program_entry(priv
, gl_info
, entry
);
5997 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5999 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6000 if (priv
->glsl_program
&& priv
->glsl_program
->gs
.id
== gl_shaders
[i
].id
)
6001 shader_glsl_select(context
, WINED3D_SHADER_MODE_NONE
, WINED3D_SHADER_MODE_NONE
);
6002 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6003 checkGLcall("glDeleteObjectARB");
6005 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6011 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6016 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6017 shader
->backend_data
= NULL
;
6019 context_release(context
);
6022 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6024 const struct glsl_program_key
*k
= key
;
6025 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6026 const struct glsl_shader_prog_link
, program_lookup_entry
);
6028 if (k
->vs_id
> prog
->vs
.id
) return 1;
6029 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6031 if (k
->gs_id
> prog
->gs
.id
) return 1;
6032 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6034 if (k
->ps_id
> prog
->ps
.id
) return 1;
6035 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6040 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6042 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
6043 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6047 ERR("Failed to allocate memory\n");
6051 heap
->entries
= mem
;
6052 heap
->entries
[1].version
= 0;
6053 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
6059 static void constant_heap_free(struct constant_heap
*heap
)
6061 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6064 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6069 glsl_program_key_compare
,
6072 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct fragment_pipeline
*fragment_pipe
)
6074 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6075 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6076 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6077 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6078 void *fragment_priv
;
6080 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6082 ERR("Failed to initialize fragment pipe.\n");
6083 HeapFree(GetProcessHeap(), 0, priv
);
6087 if (!shader_buffer_init(&priv
->shader_buffer
))
6089 ERR("Failed to initialize shader buffer.\n");
6093 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6096 ERR("Failed to allocate memory.\n");
6100 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6102 ERR("Failed to initialize vertex shader constant heap\n");
6106 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6108 ERR("Failed to initialize pixel shader constant heap\n");
6112 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6114 ERR("Failed to initialize rbtree.\n");
6118 priv
->next_constant_version
= 1;
6119 device
->fragment_priv
= fragment_priv
;
6120 priv
->fragment_pipe
= fragment_pipe
;
6122 device
->shader_priv
= priv
;
6126 constant_heap_free(&priv
->pconst_heap
);
6127 constant_heap_free(&priv
->vconst_heap
);
6128 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6129 shader_buffer_free(&priv
->shader_buffer
);
6130 fragment_pipe
->free_private(device
);
6131 HeapFree(GetProcessHeap(), 0, priv
);
6132 return E_OUTOFMEMORY
;
6135 /* Context activation is done by the caller. */
6136 static void shader_glsl_free(struct wined3d_device
*device
)
6138 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6139 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6142 for (i
= 0; i
< tex_type_count
; ++i
)
6144 if (priv
->depth_blt_program_full
[i
])
6146 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6148 if (priv
->depth_blt_program_masked
[i
])
6150 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6154 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6155 constant_heap_free(&priv
->pconst_heap
);
6156 constant_heap_free(&priv
->vconst_heap
);
6157 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6158 shader_buffer_free(&priv
->shader_buffer
);
6159 priv
->fragment_pipe
->free_private(device
);
6161 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6162 device
->shader_priv
= NULL
;
6165 static void shader_glsl_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
6167 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6171 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6172 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6173 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
])
6175 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6176 * texldd and texldl instructions. */
6177 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6181 TRACE("Shader model %u.\n", shader_model
);
6183 caps
->vs_version
= shader_model
;
6184 caps
->gs_version
= shader_model
;
6185 caps
->ps_version
= shader_model
;
6187 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6188 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6190 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6191 * Direct3D minimum requirement.
6193 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6194 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6196 * The problem is that the refrast clamps temporary results in the shader to
6197 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6198 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6199 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6200 * offer a way to query this.
6202 caps
->ps_1x_max_value
= 8.0;
6204 caps
->vs_clipping
= TRUE
;
6207 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6209 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6211 TRACE("Checking support for fixup:\n");
6212 dump_color_fixup_desc(fixup
);
6215 /* We support everything except YUV conversions. */
6216 if (!is_complex_fixup(fixup
))
6222 TRACE("[FAILED]\n");
6226 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6228 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6229 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6230 /* WINED3DSIH_AND */ shader_glsl_binop
,
6231 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6232 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6233 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6234 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6235 /* WINED3DSIH_CALL */ shader_glsl_call
,
6236 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6237 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6238 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6239 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6240 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6241 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6242 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6243 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6244 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6245 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6246 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6247 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6248 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6249 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6250 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6251 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6252 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6253 /* WINED3DSIH_DST */ shader_glsl_dst
,
6254 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6255 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6256 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6257 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6258 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6259 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6260 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6261 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6262 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
6263 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6264 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6265 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6266 /* WINED3DSIH_GE */ shader_glsl_relop
,
6267 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6268 /* WINED3DSIH_IEQ */ NULL
,
6269 /* WINED3DSIH_IF */ shader_glsl_if
,
6270 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6271 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6272 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6273 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6274 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6275 /* WINED3DSIH_LD */ NULL
,
6276 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6277 /* WINED3DSIH_LOG */ shader_glsl_log
,
6278 /* WINED3DSIH_LOGP */ shader_glsl_log
,
6279 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6280 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6281 /* WINED3DSIH_LT */ shader_glsl_relop
,
6282 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6283 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6284 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6285 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6286 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6287 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6288 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6289 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6290 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6291 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6292 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6293 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6294 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6295 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6296 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6297 /* WINED3DSIH_POW */ shader_glsl_pow
,
6298 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
6299 /* WINED3DSIH_REP */ shader_glsl_rep
,
6300 /* WINED3DSIH_RET */ shader_glsl_ret
,
6301 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6302 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
6303 /* WINED3DSIH_SAMPLE */ NULL
,
6304 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6305 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6306 /* WINED3DSIH_SETP */ NULL
,
6307 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6308 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6309 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6310 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6311 /* WINED3DSIH_SQRT */ NULL
,
6312 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6313 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6314 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6315 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6316 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6317 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6318 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6319 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6320 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6321 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6322 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6323 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6324 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6325 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6326 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6327 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6328 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6329 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6330 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6331 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6332 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6333 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6334 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6335 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6336 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6337 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6338 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6341 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6342 SHADER_HANDLER hw_fct
;
6344 /* Select handler */
6345 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6347 /* Unhandled opcode */
6350 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6355 shader_glsl_add_instruction_modifiers(ins
);
6358 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6360 struct shader_glsl_priv
*priv
= shader_priv
;
6362 return priv
->fragment_pipe
->ffp_proj_control
;
6365 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6367 shader_glsl_handle_instruction
,
6369 shader_glsl_select_depth_blt
,
6370 shader_glsl_deselect_depth_blt
,
6371 shader_glsl_update_float_vertex_constants
,
6372 shader_glsl_update_float_pixel_constants
,
6373 shader_glsl_load_constants
,
6374 shader_glsl_load_np2fixup_constants
,
6375 shader_glsl_destroy
,
6378 shader_glsl_context_destroyed
,
6379 shader_glsl_get_caps
,
6380 shader_glsl_color_fixup_supported
,
6381 shader_glsl_has_ffp_proj_control
,
6384 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6386 /* Nothing to do. */
6389 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
6391 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
6392 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
6393 | WINED3DTEXOPCAPS_SELECTARG1
6394 | WINED3DTEXOPCAPS_SELECTARG2
6395 | WINED3DTEXOPCAPS_MODULATE4X
6396 | WINED3DTEXOPCAPS_MODULATE2X
6397 | WINED3DTEXOPCAPS_MODULATE
6398 | WINED3DTEXOPCAPS_ADDSIGNED2X
6399 | WINED3DTEXOPCAPS_ADDSIGNED
6400 | WINED3DTEXOPCAPS_ADD
6401 | WINED3DTEXOPCAPS_SUBTRACT
6402 | WINED3DTEXOPCAPS_ADDSMOOTH
6403 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
6404 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
6405 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
6406 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
6407 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
6408 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
6409 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
6410 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
6411 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
6412 | WINED3DTEXOPCAPS_DOTPRODUCT3
6413 | WINED3DTEXOPCAPS_MULTIPLYADD
6414 | WINED3DTEXOPCAPS_LERP
6415 | WINED3DTEXOPCAPS_BUMPENVMAP
6416 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
6417 caps
->MaxTextureBlendStages
= 8;
6418 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
6421 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6423 struct shader_glsl_priv
*priv
;
6425 if (shader_backend
== &glsl_shader_backend
)
6429 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
6431 ERR("Failed to initialize rbtree.\n");
6438 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
6443 struct glsl_ffp_destroy_ctx
6445 struct shader_glsl_priv
*priv
;
6446 const struct wined3d_gl_info
*gl_info
;
6449 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
6451 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6452 struct glsl_ffp_fragment_shader
, entry
.entry
);
6453 struct glsl_shader_prog_link
*program
, *program2
;
6454 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6456 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6457 struct glsl_shader_prog_link
, ps
.shader_entry
)
6459 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6461 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6462 HeapFree(GetProcessHeap(), 0, shader
);
6465 /* Context activation is done by the caller. */
6466 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
6468 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
6469 struct glsl_ffp_destroy_ctx ctx
;
6472 ctx
.gl_info
= &device
->adapter
->gl_info
;
6473 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
6476 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
6477 const struct wined3d_state
*state
, DWORD state_id
)
6479 context
->last_was_pshader
= use_ps(state
);
6481 context
->select_shader
= 1;
6482 context
->load_constants
= 1;
6485 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
6486 const struct wined3d_state
*state
, DWORD state_id
)
6488 BOOL use_vshader
= use_vs(state
);
6489 enum fogsource new_source
;
6491 context
->select_shader
= 1;
6492 context
->load_constants
= 1;
6494 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
6497 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
6500 new_source
= FOGSOURCE_VS
;
6501 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
6502 new_source
= FOGSOURCE_COORD
;
6504 new_source
= FOGSOURCE_FFP
;
6508 new_source
= FOGSOURCE_FFP
;
6511 if (new_source
!= context
->fog_source
)
6513 context
->fog_source
= new_source
;
6514 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
6518 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
6519 const struct wined3d_state
*state
, DWORD state_id
)
6521 context
->select_shader
= 1;
6522 context
->load_constants
= 1;
6525 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
6526 const struct wined3d_state
*state
, DWORD state_id
)
6528 context
->load_constants
= 1;
6531 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
6533 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6534 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6535 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6536 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6537 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6538 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6539 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6540 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6541 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6542 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6543 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6544 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6545 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6546 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6547 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6548 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6549 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6550 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6551 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6552 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6553 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6554 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6555 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6556 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6557 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6558 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6559 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6560 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6561 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6562 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6563 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6564 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6565 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6566 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6567 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6568 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6569 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6570 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6571 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6572 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6573 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6574 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6575 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6576 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6577 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6578 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6579 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6580 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6581 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6582 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6583 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6584 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6585 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6586 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6587 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6588 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6589 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6590 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6591 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6592 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6593 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6594 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6595 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6596 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6597 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6598 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6599 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6600 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6601 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6602 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6603 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6604 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6605 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6606 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6607 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6608 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6609 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6610 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6611 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6612 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6613 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6614 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6615 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6616 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6617 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6618 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6619 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6620 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6621 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6622 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6623 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6624 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6625 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6626 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6627 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6628 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6629 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6630 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6631 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6632 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6633 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6634 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6635 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6636 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6637 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6638 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6639 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6640 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6641 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6642 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6643 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6644 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6645 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6646 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6647 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6648 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6649 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6650 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6651 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
6652 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6653 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
6654 {STATE_PIXELSHADER
, {STATE_PIXELSHADER
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6655 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
6656 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6657 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6658 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
6659 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
6660 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
6661 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
6662 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
6663 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
6664 {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
},
6665 {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
},
6666 {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
},
6667 {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
},
6668 {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
},
6669 {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
},
6670 {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
},
6671 {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
},
6672 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
6673 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
6676 const struct fragment_pipeline glsl_fragment_pipe
=
6678 glsl_fragment_pipe_enable
,
6679 glsl_fragment_pipe_get_caps
,
6680 glsl_fragment_pipe_alloc
,
6681 glsl_fragment_pipe_free
,
6682 shader_glsl_color_fixup_supported
,
6683 glsl_fragment_pipe_state_template
,