2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_string_buffer shader_buffer
;
95 struct wined3d_string_buffer_list string_buffers
;
96 struct wine_rb_tree program_lookup
;
97 struct constant_heap vconst_heap
;
98 struct constant_heap pconst_heap
;
100 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
101 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
102 UINT next_constant_version
;
104 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
105 const struct fragment_pipeline
*fragment_pipe
;
106 struct wine_rb_tree ffp_vertex_shaders
;
107 struct wine_rb_tree ffp_fragment_shaders
;
108 BOOL ffp_proj_control
;
111 struct glsl_vs_program
113 struct list shader_entry
;
115 GLenum vertex_color_clamp
;
116 GLint
*uniform_f_locations
;
117 GLint uniform_i_locations
[MAX_CONST_I
];
118 GLint uniform_b_locations
[MAX_CONST_B
];
119 GLint pos_fixup_location
;
121 GLint modelview_matrix_location
;
122 GLint projection_matrix_location
;
123 GLint normal_matrix_location
;
124 GLint texture_matrix_location
[MAX_TEXTURES
];
125 GLint material_ambient_location
;
126 GLint material_diffuse_location
;
127 GLint material_specular_location
;
128 GLint material_emission_location
;
129 GLint material_shininess_location
;
130 GLint light_ambient_location
;
145 } light_location
[MAX_ACTIVE_LIGHTS
];
148 struct glsl_gs_program
150 struct list shader_entry
;
154 struct glsl_ps_program
156 struct list shader_entry
;
158 GLint
*uniform_f_locations
;
159 GLint uniform_i_locations
[MAX_CONST_I
];
160 GLint uniform_b_locations
[MAX_CONST_B
];
161 GLint bumpenv_mat_location
[MAX_TEXTURES
];
162 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
163 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
164 GLint tss_constant_location
[MAX_TEXTURES
];
165 GLint tex_factor_location
;
166 GLint specular_enable_location
;
167 GLint ycorrection_location
;
168 GLint np2_fixup_location
;
169 GLint color_key_location
;
170 const struct ps_np2fixup_info
*np2_fixup_info
;
173 /* Struct to maintain data about a linked GLSL program */
174 struct glsl_shader_prog_link
176 struct wine_rb_entry program_lookup_entry
;
177 struct glsl_vs_program vs
;
178 struct glsl_gs_program gs
;
179 struct glsl_ps_program ps
;
181 DWORD constant_update_mask
;
182 UINT constant_version
;
185 struct glsl_program_key
192 struct shader_glsl_ctx_priv
{
193 const struct vs_compile_args
*cur_vs_args
;
194 const struct ps_compile_args
*cur_ps_args
;
195 struct ps_np2fixup_info
*cur_np2fixup_info
;
198 struct glsl_context_data
200 struct glsl_shader_prog_link
*glsl_program
;
203 struct glsl_ps_compiled_shader
205 struct ps_compile_args args
;
206 struct ps_np2fixup_info np2fixup
;
210 struct glsl_vs_compiled_shader
212 struct vs_compile_args args
;
216 struct glsl_gs_compiled_shader
221 struct glsl_shader_private
225 struct glsl_vs_compiled_shader
*vs
;
226 struct glsl_gs_compiled_shader
*gs
;
227 struct glsl_ps_compiled_shader
*ps
;
229 UINT num_gl_shaders
, shader_array_size
;
232 struct glsl_ffp_vertex_shader
234 struct wined3d_ffp_vs_desc desc
;
236 struct list linked_programs
;
239 struct glsl_ffp_fragment_shader
241 struct ffp_frag_desc entry
;
243 struct list linked_programs
;
246 struct glsl_ffp_destroy_ctx
248 struct shader_glsl_priv
*priv
;
249 const struct wined3d_gl_info
*gl_info
;
252 static const char *debug_gl_shader_type(GLenum type
)
256 #define WINED3D_TO_STR(u) case u: return #u
257 WINED3D_TO_STR(GL_VERTEX_SHADER
);
258 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
259 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
260 #undef WINED3D_TO_STR
262 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
266 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
270 case WINED3D_SHADER_TYPE_VERTEX
:
273 case WINED3D_SHADER_TYPE_GEOMETRY
:
276 case WINED3D_SHADER_TYPE_PIXEL
:
280 FIXME("Unhandled shader type %#x.\n", type
);
285 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
286 const struct wined3d_shader_version
*version
)
288 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
->major
>= 4)
289 return "#version 130";
291 return "#version 120";
294 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
298 wined3d_ftoa(values
[0], str
[0]);
299 wined3d_ftoa(values
[1], str
[1]);
300 wined3d_ftoa(values
[2], str
[2]);
301 wined3d_ftoa(values
[3], str
[3]);
302 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
305 static const char *get_info_log_line(const char **ptr
)
310 if (!(q
= strstr(p
, "\n")))
312 if (!*p
) return NULL
;
321 /* Context activation is done by the caller. */
322 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
327 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
331 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
333 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
335 /* A size of 1 is just a null-terminated string, so the log should be bigger than
336 * that if there are errors. */
339 const char *ptr
, *line
;
341 log
= HeapAlloc(GetProcessHeap(), 0, length
);
342 /* The info log is supposed to be zero-terminated, but at least some
343 * versions of fglrx don't terminate the string properly. The reported
344 * length does include the terminator, so explicitly set it to zero
348 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
350 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
353 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
355 WARN("Info log received from GLSL shader #%u:\n", id
);
356 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
360 FIXME("Info log received from GLSL shader #%u:\n", id
);
361 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
363 HeapFree(GetProcessHeap(), 0, log
);
367 /* Context activation is done by the caller. */
368 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
370 const char *ptr
, *line
;
372 TRACE("Compiling shader object %u.\n", shader
);
374 if (TRACE_ON(d3d_shader
))
377 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
380 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
381 checkGLcall("glShaderSource");
382 GL_EXTCALL(glCompileShader(shader
));
383 checkGLcall("glCompileShader");
384 print_glsl_info_log(gl_info
, shader
, FALSE
);
387 /* Context activation is done by the caller. */
388 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
390 GLint i
, shader_count
, source_size
= -1;
394 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
395 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
398 ERR("Failed to allocate shader array memory.\n");
402 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
403 for (i
= 0; i
< shader_count
; ++i
)
405 const char *ptr
, *line
;
408 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
410 if (source_size
< tmp
)
412 HeapFree(GetProcessHeap(), 0, source
);
414 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
417 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
418 HeapFree(GetProcessHeap(), 0, shaders
);
424 FIXME("Shader %u:\n", shaders
[i
]);
425 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
426 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
427 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
428 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
432 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
433 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
437 HeapFree(GetProcessHeap(), 0, source
);
438 HeapFree(GetProcessHeap(), 0, shaders
);
441 /* Context activation is done by the caller. */
442 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
446 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
449 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
452 FIXME("Program %u link status invalid.\n", program
);
453 shader_glsl_dump_program_source(gl_info
, program
);
456 print_glsl_info_log(gl_info
, program
, TRUE
);
459 /* Context activation is done by the caller. */
460 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
461 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
463 unsigned int mapped_unit
;
464 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
471 enum wined3d_shader_type type
;
472 unsigned int base_idx
;
477 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
478 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
481 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
483 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
485 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
487 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
488 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
492 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
493 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
495 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
499 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
500 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
503 checkGLcall("glUniform1i");
504 string_buffer_release(&priv
->string_buffers
, sampler_name
);
507 /* Context activation is done by the caller. */
508 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
509 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
511 unsigned int start
= ~0U, end
= 0;
513 unsigned int heap_idx
= 1;
516 if (heap
->entries
[heap_idx
].version
<= version
) return;
518 idx
= heap
->entries
[heap_idx
].idx
;
519 if (constant_locations
[idx
] != -1)
521 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
523 while (stack_idx
>= 0)
525 /* Note that we fall through to the next case statement. */
526 switch(stack
[stack_idx
])
528 case HEAP_NODE_TRAVERSE_LEFT
:
530 unsigned int left_idx
= heap_idx
<< 1;
531 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
534 idx
= heap
->entries
[heap_idx
].idx
;
535 if (constant_locations
[idx
] != -1)
543 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
544 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
549 case HEAP_NODE_TRAVERSE_RIGHT
:
551 unsigned int right_idx
= (heap_idx
<< 1) + 1;
552 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
554 heap_idx
= right_idx
;
555 idx
= heap
->entries
[heap_idx
].idx
;
556 if (constant_locations
[idx
] != -1)
564 stack
[stack_idx
++] = HEAP_NODE_POP
;
565 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
577 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
578 checkGLcall("walk_constant_heap()");
581 /* Context activation is done by the caller. */
582 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
584 GLfloat clamped_constant
[4];
586 if (location
== -1) return;
588 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
589 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
590 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
591 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
593 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
596 /* Context activation is done by the caller. */
597 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
598 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
601 unsigned int heap_idx
= 1;
604 if (heap
->entries
[heap_idx
].version
<= version
) return;
606 idx
= heap
->entries
[heap_idx
].idx
;
607 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
608 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
610 while (stack_idx
>= 0)
612 /* Note that we fall through to the next case statement. */
613 switch(stack
[stack_idx
])
615 case HEAP_NODE_TRAVERSE_LEFT
:
617 unsigned int left_idx
= heap_idx
<< 1;
618 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
621 idx
= heap
->entries
[heap_idx
].idx
;
622 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
624 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
625 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
630 case HEAP_NODE_TRAVERSE_RIGHT
:
632 unsigned int right_idx
= (heap_idx
<< 1) + 1;
633 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
635 heap_idx
= right_idx
;
636 idx
= heap
->entries
[heap_idx
].idx
;
637 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
639 stack
[stack_idx
++] = HEAP_NODE_POP
;
640 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
651 checkGLcall("walk_constant_heap_clamped()");
654 /* Context activation is done by the caller. */
655 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
656 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
657 unsigned char *stack
, UINT version
)
659 const struct wined3d_shader_lconst
*lconst
;
661 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
662 if (shader
->reg_maps
.shader_version
.major
== 1
663 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
664 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
666 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
668 if (!shader
->load_local_constsF
)
670 TRACE("No need to load local float constants for this shader\n");
674 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
675 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
677 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
679 checkGLcall("glUniform4fv()");
682 /* Context activation is done by the caller. */
683 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
684 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
689 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
691 if (!(constants_set
& 1)) continue;
693 /* We found this uniform name in the program - go ahead and send the data */
694 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
697 /* Load immediate constants */
698 ptr
= list_head(&shader
->constantsI
);
701 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
702 unsigned int idx
= lconst
->idx
;
703 const GLint
*values
= (const GLint
*)lconst
->value
;
705 /* We found this uniform name in the program - go ahead and send the data */
706 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
707 ptr
= list_next(&shader
->constantsI
, ptr
);
709 checkGLcall("glUniform4iv()");
712 /* Context activation is done by the caller. */
713 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
714 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
719 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
721 if (!(constants_set
& 1)) continue;
723 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
726 /* Load immediate constants */
727 ptr
= list_head(&shader
->constantsB
);
730 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
731 unsigned int idx
= lconst
->idx
;
732 const GLint
*values
= (const GLint
*)lconst
->value
;
734 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
735 ptr
= list_next(&shader
->constantsB
, ptr
);
737 checkGLcall("glUniform1iv()");
740 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
742 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
745 /* Context activation is done by the caller (state handler). */
746 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
747 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
749 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
750 UINT fixup
= ps
->np2_fixup_info
->active
;
753 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
755 const struct wined3d_texture
*tex
= state
->textures
[i
];
756 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
757 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
761 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
767 tex_dim
[2] = tex
->pow2_matrix
[0];
768 tex_dim
[3] = tex
->pow2_matrix
[5];
772 tex_dim
[0] = tex
->pow2_matrix
[0];
773 tex_dim
[1] = tex
->pow2_matrix
[5];
777 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
780 /* Taken and adapted from Mesa. */
781 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
783 float pos
, neg
, t
, det
;
784 struct wined3d_matrix temp
;
786 /* Calculate the determinant of upper left 3x3 submatrix and
787 * determine if the matrix is singular. */
789 t
= in
->_11
* in
->_22
* in
->_33
;
795 t
= in
->_21
* in
->_32
* in
->_13
;
800 t
= in
->_31
* in
->_12
* in
->_23
;
806 t
= -in
->_31
* in
->_22
* in
->_13
;
811 t
= -in
->_21
* in
->_12
* in
->_33
;
817 t
= -in
->_11
* in
->_32
* in
->_23
;
825 if (fabsf(det
) < 1e-25f
)
829 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
830 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
831 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
832 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
833 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
834 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
835 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
836 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
837 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
843 static void swap_rows(float **a
, float **b
)
851 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
854 float m0
, m1
, m2
, m3
, s
;
855 float *r0
, *r1
, *r2
, *r3
;
867 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
874 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
881 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
888 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
890 /* Choose pivot - or die. */
891 if (fabsf(r3
[0]) > fabsf(r2
[0]))
893 if (fabsf(r2
[0]) > fabsf(r1
[0]))
895 if (fabsf(r1
[0]) > fabsf(r0
[0]))
900 /* Eliminate first variable. */
901 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
902 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
903 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
904 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
934 /* Choose pivot - or die. */
935 if (fabsf(r3
[1]) > fabsf(r2
[1]))
937 if (fabsf(r2
[1]) > fabsf(r1
[1]))
942 /* Eliminate second variable. */
943 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
944 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
945 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
971 /* Choose pivot - or die. */
972 if (fabsf(r3
[2]) > fabsf(r2
[2]))
977 /* Eliminate third variable. */
989 /* Back substitute row 3. */
996 /* Back substitute row 2. */
999 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1000 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1001 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1002 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1004 r1
[4] -= r3
[4] * m1
;
1005 r1
[5] -= r3
[5] * m1
;
1006 r1
[6] -= r3
[6] * m1
;
1007 r1
[7] -= r3
[7] * m1
;
1009 r0
[4] -= r3
[4] * m0
;
1010 r0
[5] -= r3
[5] * m0
;
1011 r0
[6] -= r3
[6] * m0
;
1012 r0
[7] -= r3
[7] * m0
;
1014 /* Back substitute row 1. */
1017 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1018 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1019 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1020 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1022 r0
[4] -= r2
[4] * m0
;
1023 r0
[5] -= r2
[5] * m0
;
1024 r0
[6] -= r2
[6] * m0
;
1025 r0
[7] -= r2
[7] * m0
;
1027 /* Back substitute row 0. */
1030 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1031 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1032 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1033 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1055 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1056 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1058 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1060 struct wined3d_matrix mv
;
1063 get_modelview_matrix(context
, state
, &mv
);
1064 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1065 invert_matrix_3d(&mv
, &mv
);
1067 invert_matrix(&mv
, &mv
);
1068 /* Tests show that singular modelview matrices are used unchanged as normal
1069 * matrices on D3D3 and older. There seems to be no clearly consistent
1070 * behavior on newer D3D versions so always follow older ddraw behavior. */
1071 for (i
= 0; i
< 3; ++i
)
1072 for (j
= 0; j
< 3; ++j
)
1073 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1075 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1076 checkGLcall("glUniformMatrix3fv");
1079 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1080 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1082 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1083 struct wined3d_matrix mat
;
1085 if (tex
>= MAX_TEXTURES
)
1087 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1090 get_texture_matrix(context
, state
, tex
, &mat
);
1091 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1092 checkGLcall("glUniformMatrix4fv");
1095 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1096 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1098 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1100 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1102 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1103 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1107 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1109 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1111 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1112 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1113 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emission_location
, 1, &state
->material
.emissive
.r
));
1114 checkGLcall("setting FFP material uniforms");
1117 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1118 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1120 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1123 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
1124 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, col
));
1125 checkGLcall("glUniform3fv");
1128 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1129 const struct wined3d_matrix
*src2
)
1131 struct wined3d_vec4 temp
;
1133 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1134 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1135 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1136 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1141 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1142 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1144 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1145 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1146 struct wined3d_vec4 vec4
;
1147 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1152 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1153 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1154 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1156 switch (light_info
->OriginalParms
.type
)
1158 case WINED3D_LIGHT_POINT
:
1159 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1160 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1161 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1162 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1163 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1164 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1167 case WINED3D_LIGHT_SPOT
:
1168 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1169 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1171 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1172 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1174 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1175 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1176 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1177 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1178 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1179 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1180 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1183 case WINED3D_LIGHT_DIRECTIONAL
:
1184 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1185 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1189 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1191 checkGLcall("setting FFP lights uniforms");
1194 /* Context activation is done by the caller (state handler). */
1195 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1196 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1198 struct wined3d_color float_key
;
1199 const struct wined3d_texture
*texture
= state
->textures
[0];
1201 wined3d_format_convert_color_to_float(texture
->resource
.format
, NULL
,
1202 texture
->async
.src_blt_color_key
.color_space_high_value
, &float_key
);
1203 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 1, &float_key
.r
));
1206 /* Context activation is done by the caller (state handler). */
1207 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1208 const struct wined3d_state
*state
)
1210 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1211 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1212 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1213 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1214 struct shader_glsl_priv
*priv
= shader_priv
;
1215 float position_fixup
[4];
1216 DWORD update_mask
= 0;
1218 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1219 UINT constant_version
;
1223 /* No GLSL program set - nothing to do. */
1226 constant_version
= prog
->constant_version
;
1227 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1229 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1230 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1231 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1233 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1234 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1235 vshader
->reg_maps
.integer_constants
);
1237 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1238 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1239 vshader
->reg_maps
.boolean_constants
);
1241 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1243 shader_get_position_fixup(context
, state
, position_fixup
);
1244 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1245 checkGLcall("glUniform4fv");
1248 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1250 struct wined3d_matrix mat
;
1252 get_modelview_matrix(context
, state
, &mat
);
1253 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
, 1, FALSE
, &mat
._11
));
1254 checkGLcall("glUniformMatrix4fv");
1256 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1259 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1261 struct wined3d_matrix projection
;
1263 get_projection_matrix(context
, state
, &projection
);
1264 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1265 checkGLcall("glUniformMatrix4fv");
1268 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1270 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1271 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1274 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1275 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1277 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1279 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1280 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1281 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1284 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1285 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1286 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1288 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1289 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1290 pshader
->reg_maps
.integer_constants
);
1292 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1293 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1294 pshader
->reg_maps
.boolean_constants
);
1296 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1298 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1300 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1303 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1304 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1306 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1308 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1309 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1310 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1311 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1315 checkGLcall("bump env uniforms");
1318 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1320 float correction_params
[] =
1322 /* position is window relative, not viewport relative */
1323 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1324 context
->render_offscreen
? 1.0f
: -1.0f
,
1329 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1332 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1333 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1334 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1335 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1337 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1341 if (prog
->ps
.tex_factor_location
!= -1)
1343 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
1344 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
1347 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1348 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1350 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1352 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1354 if (prog
->ps
.tss_constant_location
[i
] == -1)
1357 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
1358 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
1361 checkGLcall("fixed function uniforms");
1364 if (priv
->next_constant_version
== UINT_MAX
)
1366 TRACE("Max constant version reached, resetting to 0.\n");
1367 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1368 priv
->next_constant_version
= 1;
1372 prog
->constant_version
= priv
->next_constant_version
++;
1376 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1378 struct constant_entry
*entries
= heap
->entries
;
1379 unsigned int *positions
= heap
->positions
;
1380 unsigned int heap_idx
, parent_idx
;
1382 if (!heap
->contained
[idx
])
1384 heap_idx
= heap
->size
++;
1385 heap
->contained
[idx
] = TRUE
;
1389 heap_idx
= positions
[idx
];
1392 while (heap_idx
> 1)
1394 parent_idx
= heap_idx
>> 1;
1396 if (new_version
<= entries
[parent_idx
].version
) break;
1398 entries
[heap_idx
] = entries
[parent_idx
];
1399 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1400 heap_idx
= parent_idx
;
1403 entries
[heap_idx
].version
= new_version
;
1404 entries
[heap_idx
].idx
= idx
;
1405 positions
[idx
] = heap_idx
;
1408 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1410 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1411 struct constant_heap
*heap
= &priv
->vconst_heap
;
1414 for (i
= start
; i
< count
+ start
; ++i
)
1416 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1419 for (i
= 0; i
< device
->context_count
; ++i
)
1421 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1425 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1427 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1428 struct constant_heap
*heap
= &priv
->pconst_heap
;
1431 for (i
= start
; i
< count
+ start
; ++i
)
1433 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1436 for (i
= 0; i
< device
->context_count
; ++i
)
1438 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1442 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1444 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1445 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1446 if(shader_major
> 3) return ret
;
1448 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1449 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1453 /** Generate the variable & register declarations for the GLSL output target */
1454 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1455 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1456 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1458 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1459 const struct wined3d_state
*state
= &shader
->device
->state
;
1460 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1461 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1462 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1463 unsigned int i
, extra_constants_needed
= 0;
1464 const struct wined3d_shader_lconst
*lconst
;
1468 prefix
= shader_glsl_get_prefix(version
->type
);
1470 /* Prototype the subroutines */
1471 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1473 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1476 /* Declare the constants (aka uniforms) */
1477 if (shader
->limits
->constant_float
> 0)
1479 unsigned max_constantsF
;
1481 /* Unless the shader uses indirect addressing, always declare the
1482 * maximum array size and ignore that we need some uniforms privately.
1483 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1484 * and immediate values, still declare VC[256]. If the shader needs
1485 * more uniforms than we have it won't work in any case. If it uses
1486 * less, the compiler will figure out which uniforms are really used
1487 * and strip them out. This allows a shader to use c255 on a dx9 card,
1488 * as long as it doesn't also use all the other constants.
1490 * If the shader uses indirect addressing the compiler must assume
1491 * that all declared uniforms are used. In this case, declare only the
1492 * amount that we're assured to have.
1494 * Thus we run into problems in these two cases:
1495 * 1) The shader really uses more uniforms than supported.
1496 * 2) The shader uses indirect addressing, less constants than
1497 * supported, but uses a constant index > #supported consts. */
1498 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1500 /* No indirect addressing here. */
1501 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1505 if (reg_maps
->usesrelconstF
)
1507 /* Subtract the other potential uniforms from the max
1508 * available (bools, ints, and 1 row of projection matrix).
1509 * Subtract another uniform for immediate values, which have
1510 * to be loaded via uniform by the driver as well. The shader
1511 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1512 * shader code, so one vec4 should be enough. (Unfortunately
1513 * the Nvidia driver doesn't store 128 and -128 in one float).
1515 * Writing gl_ClipVertex requires one uniform for each
1516 * clipplane as well. */
1517 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1518 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1520 max_constantsF
-= gl_info
->limits
.clipplanes
;
1522 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1523 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1524 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1525 * for now take this into account when calculating the number of available constants
1527 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1528 /* Set by driver quirks in directx.c */
1529 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1531 if (max_constantsF
< shader
->limits
->constant_float
)
1533 static unsigned int once
;
1536 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1537 " it may not render correctly.\n");
1539 WARN("The hardware does not support enough uniform components to run this shader.\n");
1544 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1547 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1548 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1551 /* Always declare the full set of constants, the compiler can remove the
1552 * unused ones because d3d doesn't (yet) support indirect int and bool
1553 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1554 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1555 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1557 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1558 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1560 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1562 if (reg_maps
->cb_sizes
[i
])
1563 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1564 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1567 /* Declare texture samplers */
1568 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1570 struct wined3d_shader_sampler_map_entry
*entry
;
1571 BOOL shadow_sampler
, tex_rect
;
1572 const char *sampler_type
;
1574 entry
= ®_maps
->sampler_map
.entries
[i
];
1576 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1578 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1582 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1583 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1585 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1587 sampler_type
= "sampler1DShadow";
1589 sampler_type
= "sampler1D";
1592 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1593 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1594 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1595 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1599 sampler_type
= "sampler2DRectShadow";
1601 sampler_type
= "sampler2DShadow";
1606 sampler_type
= "sampler2DRect";
1608 sampler_type
= "sampler2D";
1612 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1614 FIXME("Unsupported 3D shadow sampler.\n");
1615 sampler_type
= "sampler3D";
1618 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1620 FIXME("Unsupported Cube shadow sampler.\n");
1621 sampler_type
= "samplerCube";
1625 sampler_type
= "unsupported_sampler";
1626 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1629 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1632 /* Declare uniforms for NP2 texcoord fixup:
1633 * This is NOT done inside the loop that declares the texture samplers
1634 * since the NP2 fixup code is currently only used for the GeforceFX
1635 * series and when forcing the ARB_npot extension off. Modern cards just
1636 * skip the code anyway, so put it inside a separate loop. */
1637 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1639 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1642 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1643 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1644 * samplerNP2Fixup stores texture dimensions and is updated through
1645 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1647 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1649 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1652 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1654 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1658 fixup
->idx
[i
] = cur
++;
1661 fixup
->num_consts
= (cur
+ 1) >> 1;
1662 fixup
->active
= ps_args
->np2_fixup
;
1663 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1666 /* Declare address variables */
1667 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1669 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1672 /* Declare texture coordinate temporaries and initialize them */
1673 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1675 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1678 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1680 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1682 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1683 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1684 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1685 prefix
, e
->register_idx
);
1687 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1690 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1691 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1693 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1695 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1697 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1699 if (version
->major
>= 3)
1701 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1704 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1705 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1708 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1713 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1715 if (reg_maps
->luminanceparams
& (1 << i
))
1717 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1718 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1719 extra_constants_needed
++;
1722 extra_constants_needed
++;
1725 if (ps_args
->srgb_correction
)
1727 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1728 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1729 shader_addline(buffer
, ";\n");
1730 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1731 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1732 shader_addline(buffer
, ";\n");
1734 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1736 if (shader
->limits
->constant_float
+ extra_constants_needed
1737 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1739 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1740 extra_constants_needed
++;
1744 float ycorrection
[] =
1746 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1747 context
->render_offscreen
? 1.0f
: -1.0f
,
1752 /* This happens because we do not have proper tracking of the
1753 * constant registers that are actually used, only the max
1754 * limit of the shader version. */
1755 FIXME("Cannot find a free uniform for vpos correction params\n");
1756 shader_addline(buffer
, "const vec4 ycorrection = ");
1757 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1758 shader_addline(buffer
, ";\n");
1760 shader_addline(buffer
, "vec4 vpos;\n");
1764 /* Declare output register temporaries */
1765 if (shader
->limits
->packed_output
)
1766 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1768 /* Declare temporary variables */
1769 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1771 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1774 /* Declare loop registers aLx */
1775 if (version
->major
< 4)
1777 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1779 shader_addline(buffer
, "int aL%u;\n", i
);
1780 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1784 /* Temporary variables for matrix operations */
1785 shader_addline(buffer
, "vec4 tmp0;\n");
1786 shader_addline(buffer
, "vec4 tmp1;\n");
1788 if (!shader
->load_local_constsF
)
1790 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1792 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1793 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1794 shader_addline(buffer
, ";\n");
1798 /* Start the main program. */
1799 shader_addline(buffer
, "void main()\n{\n");
1801 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1802 * add approximately 0.5. This causes off-by-one problems as spotted by
1803 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1804 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1805 * causes precision troubles when we just subtract 0.5.
1807 * To deal with that, just floor() the position. This will eliminate the
1808 * fraction on all cards.
1810 * TODO: Test how this behaves with multisampling.
1812 * An advantage of floor is that it works even if the driver doesn't add
1813 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1814 * to return in gl_FragCoord, even though coordinates specify the pixel
1815 * centers instead of the pixel corners. This code will behave correctly
1816 * on drivers that returns integer values. */
1817 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1819 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
1820 shader_addline(buffer
,
1821 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1823 shader_addline(buffer
,
1824 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
1828 /*****************************************************************************
1829 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1831 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1832 ****************************************************************************/
1835 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1836 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1838 /** Used for opcode modifiers - They multiply the result by the specified amount */
1839 static const char * const shift_glsl_tab
[] = {
1841 "2.0 * ", /* 1 (x2) */
1842 "4.0 * ", /* 2 (x4) */
1843 "8.0 * ", /* 3 (x8) */
1844 "16.0 * ", /* 4 (x16) */
1845 "32.0 * ", /* 5 (x32) */
1852 "0.0625 * ", /* 12 (d16) */
1853 "0.125 * ", /* 13 (d8) */
1854 "0.25 * ", /* 14 (d4) */
1855 "0.5 * " /* 15 (d2) */
1858 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1859 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1860 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1864 switch (src_modifier
)
1866 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1867 case WINED3DSPSM_DW
:
1868 case WINED3DSPSM_NONE
:
1869 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1871 case WINED3DSPSM_NEG
:
1872 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1874 case WINED3DSPSM_NOT
:
1875 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1877 case WINED3DSPSM_BIAS
:
1878 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1880 case WINED3DSPSM_BIASNEG
:
1881 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1883 case WINED3DSPSM_SIGN
:
1884 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1886 case WINED3DSPSM_SIGNNEG
:
1887 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1889 case WINED3DSPSM_COMP
:
1890 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1892 case WINED3DSPSM_X2
:
1893 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1895 case WINED3DSPSM_X2NEG
:
1896 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1898 case WINED3DSPSM_ABS
:
1899 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1901 case WINED3DSPSM_ABSNEG
:
1902 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1905 FIXME("Unhandled modifier %u\n", src_modifier
);
1906 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1910 /** Writes the GLSL variable name that corresponds to the register that the
1911 * DX opcode parameter is trying to access */
1912 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1913 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1915 /* oPos, oFog and oPts in D3D */
1916 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1918 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1919 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1920 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1921 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1922 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1923 struct glsl_src_param rel_param0
, rel_param1
;
1924 char imm_str
[4][17];
1926 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1927 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1928 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1929 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1934 case WINED3DSPR_TEMP
:
1935 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1938 case WINED3DSPR_INPUT
:
1939 /* vertex shaders */
1940 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1942 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1943 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1945 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1949 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1951 if (reg
->idx
[0].rel_addr
)
1953 if (reg
->idx
[1].rel_addr
)
1954 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1955 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1957 sprintf(register_name
, "gs_in[%s + %u][%u]",
1958 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1960 else if (reg
->idx
[1].rel_addr
)
1961 sprintf(register_name
, "gs_in[%u][%s + %u]",
1962 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1964 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1968 /* pixel shaders >= 3.0 */
1969 if (version
->major
>= 3)
1971 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1972 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1974 if (reg
->idx
[0].rel_addr
)
1976 /* Removing a + 0 would be an obvious optimization, but
1977 * OS X doesn't see the NOP operation there. */
1980 if (shader
->u
.ps
.declared_in_count
> in_count
)
1982 sprintf(register_name
,
1983 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1984 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1985 prefix
, rel_param0
.param_str
, idx
);
1989 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1994 if (shader
->u
.ps
.declared_in_count
> in_count
)
1996 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1997 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1998 prefix
, rel_param0
.param_str
);
2002 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2008 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2009 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2010 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2015 if (!reg
->idx
[0].offset
)
2016 strcpy(register_name
, "gl_Color");
2018 strcpy(register_name
, "gl_SecondaryColor");
2023 case WINED3DSPR_CONST
:
2025 /* Relative addressing */
2026 if (reg
->idx
[0].rel_addr
)
2028 if (reg
->idx
[0].offset
)
2029 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2031 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2035 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2036 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2038 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2043 case WINED3DSPR_CONSTINT
:
2044 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2047 case WINED3DSPR_CONSTBOOL
:
2048 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2051 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2052 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2053 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2055 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2058 case WINED3DSPR_LOOP
:
2059 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2062 case WINED3DSPR_SAMPLER
:
2063 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2066 case WINED3DSPR_COLOROUT
:
2067 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2068 WARN("Write to render target %u, only %d supported.\n",
2069 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2071 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2074 case WINED3DSPR_RASTOUT
:
2075 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2078 case WINED3DSPR_DEPTHOUT
:
2079 sprintf(register_name
, "gl_FragDepth");
2082 case WINED3DSPR_ATTROUT
:
2083 if (!reg
->idx
[0].offset
)
2084 sprintf(register_name
, "%s_out[8]", prefix
);
2086 sprintf(register_name
, "%s_out[9]", prefix
);
2089 case WINED3DSPR_TEXCRDOUT
:
2090 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2091 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2094 case WINED3DSPR_MISCTYPE
:
2095 if (!reg
->idx
[0].offset
)
2098 sprintf(register_name
, "vpos");
2100 else if (reg
->idx
[0].offset
== 1)
2102 /* Note that gl_FrontFacing is a bool, while vFace is
2103 * a float for which the sign determines front/back */
2104 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2108 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2109 sprintf(register_name
, "unrecognized_register");
2113 case WINED3DSPR_IMMCONST
:
2114 switch (reg
->immconst_type
)
2116 case WINED3D_IMMCONST_SCALAR
:
2117 switch (reg
->data_type
)
2119 case WINED3D_DATA_FLOAT
:
2120 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2122 case WINED3D_DATA_INT
:
2123 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2125 case WINED3D_DATA_RESOURCE
:
2126 case WINED3D_DATA_SAMPLER
:
2127 case WINED3D_DATA_UINT
:
2128 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2131 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2136 case WINED3D_IMMCONST_VEC4
:
2137 switch (reg
->data_type
)
2139 case WINED3D_DATA_FLOAT
:
2140 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2141 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2142 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2143 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2144 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2145 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2147 case WINED3D_DATA_INT
:
2148 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2149 reg
->immconst_data
[0], reg
->immconst_data
[1],
2150 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2152 case WINED3D_DATA_RESOURCE
:
2153 case WINED3D_DATA_SAMPLER
:
2154 case WINED3D_DATA_UINT
:
2155 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2156 reg
->immconst_data
[0], reg
->immconst_data
[1],
2157 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2160 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2166 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2167 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2171 case WINED3DSPR_CONSTBUFFER
:
2172 if (reg
->idx
[1].rel_addr
)
2173 sprintf(register_name
, "%s_cb%u[%s + %u]",
2174 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2176 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2179 case WINED3DSPR_PRIMID
:
2180 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2184 FIXME("Unhandled register type %#x.\n", reg
->type
);
2185 sprintf(register_name
, "unrecognized_register");
2190 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2193 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2194 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2195 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2196 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2200 /* Get the GLSL write mask for the destination register */
2201 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2203 DWORD mask
= param
->write_mask
;
2205 if (shader_is_scalar(¶m
->reg
))
2207 mask
= WINED3DSP_WRITEMASK_0
;
2212 shader_glsl_write_mask_to_str(mask
, write_mask
);
2218 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2219 unsigned int size
= 0;
2221 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2222 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2223 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2224 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2229 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2231 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2232 * but addressed as "rgba". To fix this we need to swap the register's x
2233 * and z components. */
2234 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2237 /* swizzle bits fields: wwzzyyxx */
2238 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2239 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2240 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2241 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2245 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2246 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2248 if (shader_is_scalar(¶m
->reg
))
2249 *swizzle_str
= '\0';
2251 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2254 /* From a given parameter token, generate the corresponding GLSL string.
2255 * Also, return the actual register name and swizzle in case the
2256 * caller needs this information as well. */
2257 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2258 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2260 BOOL is_color
= FALSE
;
2261 char swizzle_str
[6];
2263 glsl_src
->reg_name
[0] = '\0';
2264 glsl_src
->param_str
[0] = '\0';
2265 swizzle_str
[0] = '\0';
2267 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2268 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2270 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2272 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2278 switch (wined3d_src
->reg
.data_type
)
2280 case WINED3D_DATA_FLOAT
:
2281 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2283 case WINED3D_DATA_INT
:
2284 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2286 case WINED3D_DATA_RESOURCE
:
2287 case WINED3D_DATA_SAMPLER
:
2288 case WINED3D_DATA_UINT
:
2289 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2292 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2293 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2297 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2301 /* From a given parameter token, generate the corresponding GLSL string.
2302 * Also, return the actual register name and swizzle in case the
2303 * caller needs this information as well. */
2304 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2305 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2307 BOOL is_color
= FALSE
;
2309 glsl_dst
->mask_str
[0] = '\0';
2310 glsl_dst
->reg_name
[0] = '\0';
2312 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2313 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2316 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2317 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2318 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2319 enum wined3d_data_type data_type
)
2321 struct glsl_dst_param glsl_dst
;
2324 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2328 case WINED3D_DATA_FLOAT
:
2329 shader_addline(buffer
, "%s%s = %s(",
2330 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2332 case WINED3D_DATA_INT
:
2333 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2334 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2336 case WINED3D_DATA_RESOURCE
:
2337 case WINED3D_DATA_SAMPLER
:
2338 case WINED3D_DATA_UINT
:
2339 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2340 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2343 FIXME("Unhandled data type %#x.\n", data_type
);
2344 shader_addline(buffer
, "%s%s = %s(",
2345 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2353 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2354 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2356 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2359 /** Process GLSL instruction modifiers */
2360 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2362 struct glsl_dst_param dst_param
;
2365 if (!ins
->dst_count
) return;
2367 modifiers
= ins
->dst
[0].modifiers
;
2368 if (!modifiers
) return;
2370 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2372 if (modifiers
& WINED3DSPDM_SATURATE
)
2374 /* _SAT means to clamp the value of the register to between 0 and 1 */
2375 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2376 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2379 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2381 FIXME("_centroid modifier not handled\n");
2384 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2386 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2390 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2394 case WINED3D_SHADER_REL_OP_GT
: return ">";
2395 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2396 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2397 case WINED3D_SHADER_REL_OP_LT
: return "<";
2398 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2399 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2401 FIXME("Unrecognized operator %#x.\n", op
);
2406 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2407 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2409 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2410 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2411 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2412 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
2413 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2414 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2415 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2416 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2418 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2420 /* Note that there's no such thing as a projected cube texture. */
2421 switch (resource_type
)
2423 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2428 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
2432 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2433 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
2434 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2435 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
2438 FIXME("Unsupported 1D shadow grad function.\n");
2439 sample_function
->name
= "unsupported1DGrad";
2444 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
2446 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2452 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
2456 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2457 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
2458 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2459 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
2462 FIXME("Unsupported 1D grad function.\n");
2463 sample_function
->name
= "unsupported1DGrad";
2468 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
2470 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
2474 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2481 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
2485 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2486 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
2487 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2488 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
2491 FIXME("Unsupported RECT shadow grad function.\n");
2492 sample_function
->name
= "unsupported2DRectGrad";
2497 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
2504 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
2508 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2509 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2510 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2511 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2514 FIXME("Unsupported 2D shadow grad function.\n");
2515 sample_function
->name
= "unsupported2DGrad";
2520 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2523 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2531 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2535 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2536 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2537 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2538 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2541 FIXME("Unsupported RECT grad function.\n");
2542 sample_function
->name
= "unsupported2DRectGrad";
2547 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2554 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2558 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2559 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2560 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2561 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2564 FIXME("Unsupported 2D grad function.\n");
2565 sample_function
->name
= "unsupported2DGrad";
2570 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2573 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2577 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2580 FIXME("Unsupported 3D shadow function.\n");
2581 sample_function
->name
= "unsupported3DShadow";
2582 sample_function
->coord_mask
= 0;
2588 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2592 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2593 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2594 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2595 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2598 FIXME("Unsupported 3D grad function.\n");
2599 sample_function
->name
= "unsupported3DGrad";
2604 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2606 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2610 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2613 FIXME("Unsupported Cube shadow function.\n");
2614 sample_function
->name
= "unsupportedCubeShadow";
2615 sample_function
->coord_mask
= 0;
2621 sample_function
->name
= "textureCubeLod";
2625 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2626 sample_function
->name
= "textureCubeGrad";
2627 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2628 sample_function
->name
= "textureCubeGradARB";
2631 FIXME("Unsupported Cube grad function.\n");
2632 sample_function
->name
= "unsupportedCubeGrad";
2637 sample_function
->name
= "textureCube";
2639 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2644 sample_function
->name
= "";
2645 sample_function
->coord_mask
= 0;
2646 FIXME("Unhandled resource type %#x.\n", resource_type
);
2651 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2652 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2654 switch(channel_source
)
2656 case CHANNEL_SOURCE_ZERO
:
2657 strcat(arguments
, "0.0");
2660 case CHANNEL_SOURCE_ONE
:
2661 strcat(arguments
, "1.0");
2664 case CHANNEL_SOURCE_X
:
2665 strcat(arguments
, reg_name
);
2666 strcat(arguments
, ".x");
2669 case CHANNEL_SOURCE_Y
:
2670 strcat(arguments
, reg_name
);
2671 strcat(arguments
, ".y");
2674 case CHANNEL_SOURCE_Z
:
2675 strcat(arguments
, reg_name
);
2676 strcat(arguments
, ".z");
2679 case CHANNEL_SOURCE_W
:
2680 strcat(arguments
, reg_name
);
2681 strcat(arguments
, ".w");
2685 FIXME("Unhandled channel source %#x\n", channel_source
);
2686 strcat(arguments
, "undefined");
2690 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2693 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2694 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2696 unsigned int mask_size
, remaining
;
2697 DWORD fixup_mask
= 0;
2698 char arguments
[256];
2701 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2702 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2703 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2704 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2705 if (!(mask
&= fixup_mask
))
2708 if (is_complex_fixup(fixup
))
2710 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2711 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2715 shader_glsl_write_mask_to_str(mask
, mask_str
);
2716 mask_size
= shader_glsl_get_write_mask_size(mask
);
2718 arguments
[0] = '\0';
2719 remaining
= mask_size
;
2720 if (mask
& WINED3DSP_WRITEMASK_0
)
2722 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2723 if (--remaining
) strcat(arguments
, ", ");
2725 if (mask
& WINED3DSP_WRITEMASK_1
)
2727 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2728 if (--remaining
) strcat(arguments
, ", ");
2730 if (mask
& WINED3DSP_WRITEMASK_2
)
2732 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2733 if (--remaining
) strcat(arguments
, ", ");
2735 if (mask
& WINED3DSP_WRITEMASK_3
)
2737 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2738 if (--remaining
) strcat(arguments
, ", ");
2742 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2744 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2747 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2752 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2753 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2756 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2757 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2758 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2760 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2761 char dst_swizzle
[6];
2762 struct color_fixup_desc fixup
;
2763 BOOL np2_fixup
= FALSE
;
2766 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2768 /* FIXME: We currently don't support fixups for vertex shaders or anything
2769 * above SM3. Note that for SM4+ the sampler index doesn't have to match
2770 * the resource index. */
2771 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2773 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2774 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2776 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2778 FIXME("Biased sampling from NP2 textures is unsupported\n");
2786 fixup
= COLOR_FIXUP_IDENTITY
;
2789 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2791 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2792 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2794 va_start(args
, coord_reg_fmt
);
2795 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2799 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2802 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2803 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2805 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2806 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2807 } else if(dx
&& dy
) {
2808 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2810 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2814 if(!is_identity_fixup(fixup
)) {
2815 shader_glsl_color_correction(ins
, fixup
);
2819 /*****************************************************************************
2820 * Begin processing individual instruction opcodes
2821 ****************************************************************************/
2823 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2825 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2826 struct glsl_src_param src0_param
;
2827 struct glsl_src_param src1_param
;
2831 /* Determine the GLSL operator to use based on the opcode */
2832 switch (ins
->handler_idx
)
2834 case WINED3DSIH_ADD
: op
= "+"; break;
2835 case WINED3DSIH_AND
: op
= "&"; break;
2836 case WINED3DSIH_DIV
: op
= "/"; break;
2837 case WINED3DSIH_IADD
: op
= "+"; break;
2838 case WINED3DSIH_ISHL
: op
= "<<"; break;
2839 case WINED3DSIH_MUL
: op
= "*"; break;
2840 case WINED3DSIH_OR
: op
= "|"; break;
2841 case WINED3DSIH_SUB
: op
= "-"; break;
2842 case WINED3DSIH_USHR
: op
= ">>"; break;
2843 case WINED3DSIH_XOR
: op
= "^"; break;
2845 op
= "<unhandled operator>";
2846 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2850 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2851 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2852 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2853 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2856 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2858 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2859 struct glsl_src_param src0_param
;
2860 struct glsl_src_param src1_param
;
2861 unsigned int mask_size
;
2865 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2866 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2867 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2868 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2872 switch (ins
->handler_idx
)
2874 case WINED3DSIH_EQ
: op
= "equal"; break;
2875 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2876 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2877 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2878 case WINED3DSIH_LT
: op
= "lessThan"; break;
2879 case WINED3DSIH_NE
: op
= "notEqual"; break;
2881 op
= "<unhandled operator>";
2882 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2886 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2887 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2891 switch (ins
->handler_idx
)
2893 case WINED3DSIH_EQ
: op
= "=="; break;
2894 case WINED3DSIH_GE
: op
= ">="; break;
2895 case WINED3DSIH_IGE
: op
= ">="; break;
2896 case WINED3DSIH_UGE
: op
= ">="; break;
2897 case WINED3DSIH_LT
: op
= "<"; break;
2898 case WINED3DSIH_NE
: op
= "!="; break;
2900 op
= "<unhandled operator>";
2901 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2905 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2906 src0_param
.param_str
, op
, src1_param
.param_str
);
2910 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2912 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2913 struct glsl_src_param src0_param
;
2914 struct glsl_src_param src1_param
;
2917 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2918 * not, we can emulate it. */
2919 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2920 FIXME("64-bit integer multiplies not implemented.\n");
2922 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2924 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2925 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2926 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2928 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2929 src0_param
.param_str
, src1_param
.param_str
);
2933 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2935 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2936 struct glsl_src_param src0_param
, src1_param
;
2939 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2942 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2946 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2947 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2948 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2949 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2950 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2952 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2953 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2954 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2955 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2957 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2958 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2962 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2963 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2964 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2965 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2968 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2970 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2971 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2972 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2973 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2977 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2978 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2980 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2981 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2982 struct glsl_src_param src0_param
;
2985 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2986 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2988 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2989 * shader versions WINED3DSIO_MOVA is used for this. */
2990 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2991 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2992 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2994 /* This is a simple floor() */
2995 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2996 if (mask_size
> 1) {
2997 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2999 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3002 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3004 /* We need to *round* to the nearest int here. */
3005 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3007 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3010 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3012 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3017 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3018 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3020 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3021 src0_param
.param_str
, src0_param
.param_str
);
3026 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3030 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3031 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3033 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3034 struct glsl_src_param src0_param
;
3035 struct glsl_src_param src1_param
;
3036 DWORD dst_write_mask
, src_write_mask
;
3037 unsigned int dst_size
= 0;
3039 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3040 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3042 /* dp4 works on vec4, dp3 on vec3, etc. */
3043 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3044 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3045 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3046 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3048 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3050 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3051 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3054 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3056 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3060 /* Note that this instruction has some restrictions. The destination write mask
3061 * can't contain the w component, and the source swizzles have to be .xyzw */
3062 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3064 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3065 struct glsl_src_param src0_param
;
3066 struct glsl_src_param src1_param
;
3069 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3070 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3071 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3072 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3073 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3076 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3078 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3081 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3082 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3083 * GLSL uses the value as-is. */
3084 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3086 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3087 struct glsl_src_param src0_param
;
3088 struct glsl_src_param src1_param
;
3089 DWORD dst_write_mask
;
3090 unsigned int dst_size
;
3092 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3093 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3095 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3096 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3100 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3101 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3105 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3106 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3110 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3111 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3113 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3114 struct glsl_src_param src_param
;
3115 const char *instruction
;
3119 /* Determine the GLSL function to use based on the opcode */
3120 /* TODO: Possibly make this a table for faster lookups */
3121 switch (ins
->handler_idx
)
3123 case WINED3DSIH_MIN
: instruction
= "min"; break;
3124 case WINED3DSIH_MAX
: instruction
= "max"; break;
3125 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3126 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3127 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3128 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3129 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3130 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3131 default: instruction
= "";
3132 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
3136 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3138 shader_addline(buffer
, "%s(", instruction
);
3142 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3143 shader_addline(buffer
, "%s", src_param
.param_str
);
3144 for (i
= 1; i
< ins
->src_count
; ++i
)
3146 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3147 shader_addline(buffer
, ", %s", src_param
.param_str
);
3151 shader_addline(buffer
, "));\n");
3154 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3156 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3158 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3159 struct glsl_src_param src_param
;
3160 unsigned int mask_size
;
3164 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3165 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3166 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3168 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3169 src_param
.param_str
, src_param
.param_str
);
3170 shader_glsl_append_dst(buffer
, ins
);
3174 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3175 mask_size
, src_param
.param_str
);
3179 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3180 src_param
.param_str
);
3184 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3186 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3187 struct glsl_src_param src0_param
;
3188 const char *prefix
, *suffix
;
3189 unsigned int dst_size
;
3190 DWORD dst_write_mask
;
3192 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3193 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3195 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
3197 switch (ins
->handler_idx
)
3199 case WINED3DSIH_EXP
:
3200 case WINED3DSIH_EXPP
:
3205 case WINED3DSIH_LOG
:
3206 case WINED3DSIH_LOGP
:
3207 prefix
= "log2(abs(";
3211 case WINED3DSIH_RCP
:
3216 case WINED3DSIH_RSQ
:
3217 prefix
= "inversesqrt(abs(";
3224 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3229 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3231 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3234 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3235 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3236 * dst.x = 2^(floor(src))
3237 * dst.y = src - floor(src)
3238 * dst.z = 2^src (partial precision is allowed, but optional)
3240 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3241 * dst = 2^src; (partial precision is allowed, but optional)
3243 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3245 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3247 struct glsl_src_param src_param
;
3250 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3252 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3253 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3254 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3255 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3257 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3258 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3259 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3263 shader_glsl_scalar_op(ins
);
3266 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3268 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3269 struct glsl_src_param src_param
;
3270 unsigned int mask_size
;
3273 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3274 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3275 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3278 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
3280 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
3283 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3285 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3286 struct glsl_src_param src_param
;
3287 unsigned int mask_size
;
3290 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3291 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3292 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3295 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
3297 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
3300 /** Process signed comparison opcodes in GLSL. */
3301 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3303 struct glsl_src_param src0_param
;
3304 struct glsl_src_param src1_param
;
3306 unsigned int mask_size
;
3308 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3309 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3310 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3311 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3313 if (mask_size
> 1) {
3314 const char *compare
;
3316 switch(ins
->handler_idx
)
3318 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3319 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3320 default: compare
= "";
3321 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3324 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3325 src0_param
.param_str
, src1_param
.param_str
);
3327 switch(ins
->handler_idx
)
3329 case WINED3DSIH_SLT
:
3330 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3331 * to return 0.0 but step returns 1.0 because step is not < x
3332 * An alternative is a bvec compare padded with an unused second component.
3333 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3334 * issue. Playing with not() is not possible either because not() does not accept
3337 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3338 src0_param
.param_str
, src1_param
.param_str
);
3340 case WINED3DSIH_SGE
:
3341 /* Here we can use the step() function and safe a conditional */
3342 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3345 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3351 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3353 const char *condition_prefix
, *condition_suffix
;
3354 struct wined3d_shader_dst_param dst
;
3355 struct glsl_src_param src0_param
;
3356 struct glsl_src_param src1_param
;
3357 struct glsl_src_param src2_param
;
3358 BOOL temp_destination
= FALSE
;
3359 DWORD cmp_channel
= 0;
3364 switch (ins
->handler_idx
)
3366 case WINED3DSIH_CMP
:
3367 condition_prefix
= "";
3368 condition_suffix
= " >= 0.0";
3371 case WINED3DSIH_CND
:
3372 condition_prefix
= "";
3373 condition_suffix
= " > 0.5";
3376 case WINED3DSIH_MOVC
:
3377 condition_prefix
= "bool(";
3378 condition_suffix
= ")";
3382 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3383 condition_prefix
= "<unhandled prefix>";
3384 condition_suffix
= "<unhandled suffix>";
3388 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3390 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3391 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3392 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3393 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3395 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3396 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3397 src1_param
.param_str
, src2_param
.param_str
);
3403 /* Splitting the instruction up in multiple lines imposes a problem:
3404 * The first lines may overwrite source parameters of the following lines.
3405 * Deal with that by using a temporary destination register if needed. */
3406 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3407 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3408 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3409 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3410 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3411 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3412 temp_destination
= TRUE
;
3414 /* Cycle through all source0 channels. */
3415 for (i
= 0; i
< 4; ++i
)
3418 /* Find the destination channels which use the current source0 channel. */
3419 for (j
= 0; j
< 4; ++j
)
3421 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3423 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3424 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3427 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3429 if (temp_destination
)
3431 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3433 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3435 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3438 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3439 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3440 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3442 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3443 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3444 src1_param
.param_str
, src2_param
.param_str
);
3447 if (temp_destination
)
3449 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3450 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3451 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3455 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3456 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3457 * the compare is done per component of src0. */
3458 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3460 struct glsl_src_param src0_param
;
3461 struct glsl_src_param src1_param
;
3462 struct glsl_src_param src2_param
;
3464 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3465 ins
->ctx
->reg_maps
->shader_version
.minor
);
3467 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3469 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3470 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3471 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3472 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3474 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3475 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3477 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3478 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3482 shader_glsl_conditional_move(ins
);
3485 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3486 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3488 struct glsl_src_param src0_param
;
3489 struct glsl_src_param src1_param
;
3490 struct glsl_src_param src2_param
;
3493 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3494 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3495 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3496 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3497 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3498 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3501 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3502 Vertex shaders to GLSL codes */
3503 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3506 int nComponents
= 0;
3507 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3508 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3509 struct wined3d_shader_instruction tmp_ins
;
3511 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3513 /* Set constants for the temporary argument */
3514 tmp_ins
.ctx
= ins
->ctx
;
3515 tmp_ins
.dst_count
= 1;
3516 tmp_ins
.dst
= &tmp_dst
;
3517 tmp_ins
.src_count
= 2;
3518 tmp_ins
.src
= tmp_src
;
3520 switch(ins
->handler_idx
)
3522 case WINED3DSIH_M4x4
:
3524 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3526 case WINED3DSIH_M4x3
:
3528 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3530 case WINED3DSIH_M3x4
:
3532 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3534 case WINED3DSIH_M3x3
:
3536 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3538 case WINED3DSIH_M3x2
:
3540 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3546 tmp_dst
= ins
->dst
[0];
3547 tmp_src
[0] = ins
->src
[0];
3548 tmp_src
[1] = ins
->src
[1];
3549 for (i
= 0; i
< nComponents
; ++i
)
3551 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3552 shader_glsl_dot(&tmp_ins
);
3553 ++tmp_src
[1].reg
.idx
[0].offset
;
3558 The LRP instruction performs a component-wise linear interpolation
3559 between the second and third operands using the first operand as the
3560 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3561 This is equivalent to mix(src2, src1, src0);
3563 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3565 struct glsl_src_param src0_param
;
3566 struct glsl_src_param src1_param
;
3567 struct glsl_src_param src2_param
;
3570 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3572 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3573 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3574 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3576 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3577 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3580 /** Process the WINED3DSIO_LIT instruction in GLSL:
3581 * dst.x = dst.w = 1.0
3582 * dst.y = (src0.x > 0) ? src0.x
3583 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3584 * where src.w is clamped at +- 128
3586 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3588 struct glsl_src_param src0_param
;
3589 struct glsl_src_param src1_param
;
3590 struct glsl_src_param src3_param
;
3593 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3594 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3596 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3597 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3598 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3600 /* The sdk specifies the instruction like this
3602 * if(src.x > 0.0) dst.y = src.x
3604 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3607 * (where power = src.w clamped between -128 and 128)
3609 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3610 * dst.x = 1.0 ... No further explanation needed
3611 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3612 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3613 * dst.w = 1.0. ... Nothing fancy.
3615 * So we still have one conditional in there. So do this:
3616 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3618 * 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),
3619 * 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.
3620 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3622 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3623 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3624 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3626 shader_addline(ins
->ctx
->buffer
,
3627 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3628 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3629 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3630 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3633 /** Process the WINED3DSIO_DST instruction in GLSL:
3635 * dst.y = src0.x * src0.y
3639 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3641 struct glsl_src_param src0y_param
;
3642 struct glsl_src_param src0z_param
;
3643 struct glsl_src_param src1y_param
;
3644 struct glsl_src_param src1w_param
;
3647 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3648 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3650 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3651 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3652 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3653 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3655 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3656 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3659 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3660 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3661 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3663 * dst.x = cos(src0.?)
3664 * dst.y = sin(src0.?)
3668 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3670 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3671 struct glsl_src_param src0_param
;
3674 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3676 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3678 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3681 case WINED3DSP_WRITEMASK_0
:
3682 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3685 case WINED3DSP_WRITEMASK_1
:
3686 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3689 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3690 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3691 src0_param
.param_str
, src0_param
.param_str
);
3695 ERR("Write mask should be .x, .y or .xy\n");
3702 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3705 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3709 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3710 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3711 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3713 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3714 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3715 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3717 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3718 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3722 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3723 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3724 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3727 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3729 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3730 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3731 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3735 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3736 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3737 * generate invalid code
3739 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3741 struct glsl_src_param src0_param
;
3744 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3745 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3747 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3750 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3751 * Start a for() loop where src1.y is the initial value of aL,
3752 * increment aL by src1.z for a total of src1.x iterations.
3753 * Need to use a temporary variable for this operation.
3755 /* FIXME: I don't think nested loops will work correctly this way. */
3756 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3758 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3759 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3760 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3761 const struct wined3d_shader_lconst
*constant
;
3762 struct glsl_src_param src1_param
;
3763 const DWORD
*control_values
= NULL
;
3765 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3767 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3769 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3770 * class hardware doesn't support real varying indexing, but Microsoft
3771 * designed this feature for Shader model 2.x+. If the loop control is
3772 * known at compile time, the GLSL compiler can unroll the loop, and
3773 * replace indirect addressing with direct addressing. */
3774 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3776 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3778 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3780 control_values
= constant
->value
;
3788 struct wined3d_shader_loop_control loop_control
;
3789 loop_control
.count
= control_values
[0];
3790 loop_control
.start
= control_values
[1];
3791 loop_control
.step
= (int)control_values
[2];
3793 if (loop_control
.step
> 0)
3795 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3796 loop_state
->current_depth
, loop_control
.start
,
3797 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3798 loop_state
->current_depth
, loop_control
.step
);
3800 else if (loop_control
.step
< 0)
3802 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3803 loop_state
->current_depth
, loop_control
.start
,
3804 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3805 loop_state
->current_depth
, loop_control
.step
);
3809 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3810 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3811 loop_state
->current_depth
, loop_control
.count
,
3812 loop_state
->current_depth
);
3817 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3818 loop_state
->current_depth
, loop_state
->current_reg
,
3819 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3820 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3823 ++loop_state
->current_reg
;
3827 shader_addline(buffer
, "for (;;)\n{\n");
3830 ++loop_state
->current_depth
;
3833 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3835 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3837 shader_addline(ins
->ctx
->buffer
, "}\n");
3839 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3841 --loop_state
->current_depth
;
3842 --loop_state
->current_reg
;
3845 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3847 --loop_state
->current_depth
;
3851 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3853 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3854 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3855 const struct wined3d_shader_lconst
*constant
;
3856 struct glsl_src_param src0_param
;
3857 const DWORD
*control_values
= NULL
;
3859 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3860 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3862 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3864 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3866 control_values
= constant
->value
;
3874 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3875 loop_state
->current_depth
, loop_state
->current_depth
,
3876 control_values
[0], loop_state
->current_depth
);
3880 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3881 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3882 loop_state
->current_depth
, loop_state
->current_depth
,
3883 src0_param
.param_str
, loop_state
->current_depth
);
3886 ++loop_state
->current_depth
;
3889 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3891 struct glsl_src_param src0_param
;
3893 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3894 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3897 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3899 struct glsl_src_param src0_param
;
3900 struct glsl_src_param src1_param
;
3902 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3903 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3905 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3906 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3909 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3911 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3914 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3916 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3919 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3921 shader_addline(ins
->ctx
->buffer
, "break;\n");
3924 /* FIXME: According to MSDN the compare is done per component. */
3925 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3927 struct glsl_src_param src0_param
;
3928 struct glsl_src_param src1_param
;
3930 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3931 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3933 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3934 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3937 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3939 struct glsl_src_param src_param
;
3941 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3942 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3945 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3947 shader_addline(ins
->ctx
->buffer
, "}\n");
3948 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3951 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3953 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3956 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3958 struct glsl_src_param src1_param
;
3960 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3961 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3962 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3965 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3967 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3968 * function only suppresses the unhandled instruction warning
3972 /*********************************************
3973 * Pixel Shader Specific Code begins here
3974 ********************************************/
3975 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3977 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3978 ins
->ctx
->reg_maps
->shader_version
.minor
);
3979 struct glsl_sample_function sample_function
;
3980 DWORD sample_flags
= 0;
3982 DWORD mask
= 0, swizzle
;
3983 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3985 /* 1.0-1.4: Use destination register as sampler source.
3986 * 2.0+: Use provided sampler source. */
3987 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3988 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3990 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3992 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3994 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3995 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3996 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3998 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3999 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4001 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4002 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4004 case WINED3D_TTFF_COUNT1
:
4005 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4007 case WINED3D_TTFF_COUNT2
:
4008 mask
= WINED3DSP_WRITEMASK_1
;
4010 case WINED3D_TTFF_COUNT3
:
4011 mask
= WINED3DSP_WRITEMASK_2
;
4013 case WINED3D_TTFF_COUNT4
:
4014 case WINED3D_TTFF_DISABLE
:
4015 mask
= WINED3DSP_WRITEMASK_3
;
4020 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4022 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4024 if (src_mod
== WINED3DSPSM_DZ
) {
4025 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4026 mask
= WINED3DSP_WRITEMASK_2
;
4027 } else if (src_mod
== WINED3DSPSM_DW
) {
4028 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4029 mask
= WINED3DSP_WRITEMASK_3
;
4034 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4035 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4037 /* ps 2.0 texldp instruction always divides by the fourth component. */
4038 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4039 mask
= WINED3DSP_WRITEMASK_3
;
4043 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
4044 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4046 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
4047 mask
|= sample_function
.coord_mask
;
4049 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4050 else swizzle
= ins
->src
[1].swizzle
;
4052 /* 1.0-1.3: Use destination register as coordinate source.
4053 1.4+: Use provided coordinate source register. */
4054 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4057 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4058 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4059 "T%u%s", resource_idx
, coord_mask
);
4063 struct glsl_src_param coord_param
;
4064 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4065 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4067 struct glsl_src_param bias
;
4068 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4069 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4070 "%s", coord_param
.param_str
);
4072 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4073 "%s", coord_param
.param_str
);
4078 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4080 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4081 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4082 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4083 struct glsl_sample_function sample_function
;
4085 DWORD swizzle
= ins
->src
[1].swizzle
;
4086 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4088 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4090 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4091 shader_glsl_tex(ins
);
4095 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4096 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4097 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4099 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4100 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4101 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4102 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4104 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
4105 "%s", coord_param
.param_str
);
4108 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4110 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4111 struct glsl_src_param coord_param
, lod_param
;
4112 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4113 struct glsl_sample_function sample_function
;
4115 DWORD swizzle
= ins
->src
[1].swizzle
;
4116 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4118 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4119 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4120 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4121 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4123 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4124 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4126 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4128 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4129 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4131 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4132 * However, the NVIDIA drivers allow them in fragment shaders as well,
4133 * even without the appropriate extension. */
4134 WARN("Using %s in fragment shader.\n", sample_function
.name
);
4136 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
4137 "%s", coord_param
.param_str
);
4140 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4141 unsigned int resource_idx
, unsigned int sampler_idx
)
4143 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4146 for (i
= 0; i
< sampler_map
->count
; ++i
)
4148 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4149 return entries
[i
].bind_idx
;
4152 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4157 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4159 struct glsl_sample_function sample_function
;
4160 struct glsl_src_param coord_param
;
4161 unsigned int sampler_idx
;
4163 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
4164 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4165 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4166 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
4167 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4168 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
4171 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4173 /* FIXME: Make this work for more than just 2D textures */
4174 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4175 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4177 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4181 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4182 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
4183 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4187 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4188 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4189 char dst_swizzle
[6];
4191 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4193 if (src_mod
== WINED3DSPSM_DZ
)
4195 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4196 struct glsl_src_param div_param
;
4198 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
4200 if (mask_size
> 1) {
4201 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4203 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4206 else if (src_mod
== WINED3DSPSM_DW
)
4208 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4209 struct glsl_src_param div_param
;
4211 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
4213 if (mask_size
> 1) {
4214 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4216 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4219 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
4224 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4225 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4226 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4227 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4229 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4230 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4231 struct glsl_sample_function sample_function
;
4232 struct glsl_src_param src0_param
;
4235 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4237 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4238 * scalar, and projected sampling would require 4.
4240 * It is a dependent read - not valid with conditional NP2 textures
4242 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4243 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4248 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4249 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4253 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4254 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4258 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4259 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4263 FIXME("Unexpected mask size %u\n", mask_size
);
4268 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4269 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4270 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4272 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4273 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4274 struct glsl_src_param src0_param
;
4276 unsigned int mask_size
;
4278 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4279 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4280 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4282 if (mask_size
> 1) {
4283 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4285 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4289 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4290 * Calculate the depth as dst.x / dst.y */
4291 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4293 struct glsl_dst_param dst_param
;
4295 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4297 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4298 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4299 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4300 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4303 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4304 dst_param
.reg_name
, dst_param
.reg_name
);
4307 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4308 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4309 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4310 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4312 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4314 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4315 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4316 struct glsl_src_param src0_param
;
4318 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4320 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4321 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4324 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4325 * Calculate the 1st of a 2-row matrix multiplication. */
4326 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4328 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4329 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4330 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4331 struct glsl_src_param src0_param
;
4333 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4334 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4337 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4338 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4339 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4341 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4342 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4343 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4344 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4345 struct glsl_src_param src0_param
;
4347 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4348 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4349 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4352 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4354 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4355 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4356 struct glsl_sample_function sample_function
;
4357 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4358 struct glsl_src_param src0_param
;
4360 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4361 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4363 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4365 /* Sample the texture using the calculated coordinates */
4366 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
4369 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4370 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4371 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4373 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4374 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4375 struct glsl_sample_function sample_function
;
4376 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4377 struct glsl_src_param src0_param
;
4379 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4380 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4382 /* Dependent read, not valid with conditional NP2 */
4383 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4385 /* Sample the texture using the calculated coordinates */
4386 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
4388 tex_mx
->current_row
= 0;
4391 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4392 * Perform the 3rd row of a 3x3 matrix multiply */
4393 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4395 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4396 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4397 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4398 struct glsl_src_param src0_param
;
4401 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4403 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4404 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4405 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4407 tex_mx
->current_row
= 0;
4410 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4411 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4412 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4414 struct glsl_src_param src0_param
;
4415 struct glsl_src_param src1_param
;
4416 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4417 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4418 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4419 struct glsl_sample_function sample_function
;
4420 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4423 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4424 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4426 /* Perform the last matrix multiply operation */
4427 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4428 /* Reflection calculation */
4429 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4431 /* Dependent read, not valid with conditional NP2 */
4432 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4433 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4435 /* Sample the texture */
4436 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4437 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4439 tex_mx
->current_row
= 0;
4442 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4443 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4444 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4446 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4447 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4448 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4449 struct glsl_sample_function sample_function
;
4450 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4451 struct glsl_src_param src0_param
;
4454 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4456 /* Perform the last matrix multiply operation */
4457 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4459 /* Construct the eye-ray vector from w coordinates */
4460 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4461 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4462 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4464 /* Dependent read, not valid with conditional NP2 */
4465 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4466 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4468 /* Sample the texture using the calculated coordinates */
4469 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4470 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4472 tex_mx
->current_row
= 0;
4475 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4476 * Apply a fake bump map transform.
4477 * texbem is pshader <= 1.3 only, this saves a few version checks
4479 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4481 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4482 struct glsl_sample_function sample_function
;
4483 struct glsl_src_param coord_param
;
4489 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4490 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4491 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4493 /* Dependent read, not valid with conditional NP2 */
4494 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4495 mask
= sample_function
.coord_mask
;
4497 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4499 /* With projected textures, texbem only divides the static texture coord,
4500 * not the displacement, so we can't let GL handle this. */
4501 if (flags
& WINED3D_PSARGS_PROJECTED
)
4504 char coord_div_mask
[3];
4505 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4507 case WINED3D_TTFF_COUNT1
:
4508 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4510 case WINED3D_TTFF_COUNT2
:
4511 div_mask
= WINED3DSP_WRITEMASK_1
;
4513 case WINED3D_TTFF_COUNT3
:
4514 div_mask
= WINED3DSP_WRITEMASK_2
;
4516 case WINED3D_TTFF_COUNT4
:
4517 case WINED3D_TTFF_DISABLE
:
4518 div_mask
= WINED3DSP_WRITEMASK_3
;
4521 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4522 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4525 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4527 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4528 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4529 coord_param
.param_str
, coord_mask
);
4531 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4533 struct glsl_src_param luminance_param
;
4534 struct glsl_dst_param dst_param
;
4536 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4537 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4539 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4540 dst_param
.reg_name
, dst_param
.mask_str
,
4541 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4545 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4547 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4548 struct glsl_src_param src0_param
, src1_param
;
4550 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4551 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4553 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4554 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4555 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4558 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4559 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4560 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4562 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4563 struct glsl_sample_function sample_function
;
4564 struct glsl_src_param src0_param
;
4566 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4568 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4569 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4570 "%s.wx", src0_param
.reg_name
);
4573 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4574 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4575 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4577 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4578 struct glsl_sample_function sample_function
;
4579 struct glsl_src_param src0_param
;
4581 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4583 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4584 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4585 "%s.yz", src0_param
.reg_name
);
4588 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4589 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4590 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4592 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4593 struct glsl_sample_function sample_function
;
4594 struct glsl_src_param src0_param
;
4596 /* Dependent read, not valid with conditional NP2 */
4597 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4598 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4600 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4601 "%s", src0_param
.param_str
);
4604 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4605 * If any of the first 3 components are < 0, discard this pixel */
4606 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4608 struct glsl_dst_param dst_param
;
4610 /* The argument is a destination parameter, and no writemasks are allowed */
4611 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4612 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4614 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4615 FIXME("SM4 discard not implemented.\n");
4616 /* 2.0 shaders compare all 4 components in texkill */
4617 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4619 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4620 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4621 * 4 components are defined, only the first 3 are used
4623 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4627 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4628 * dst = dot2(src0, src1) + src2 */
4629 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4631 struct glsl_src_param src0_param
;
4632 struct glsl_src_param src1_param
;
4633 struct glsl_src_param src2_param
;
4635 unsigned int mask_size
;
4637 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4638 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4640 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4641 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4642 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4644 if (mask_size
> 1) {
4645 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4646 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4648 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4649 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4653 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4654 const struct wined3d_shader_signature
*input_signature
,
4655 const struct wined3d_shader_reg_maps
*reg_maps
,
4656 enum vertexprocessing_mode vertexprocessing
)
4660 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4662 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4663 const char *semantic_name
;
4668 if (!(reg_maps
->input_registers
& (1 << input
->register_idx
)))
4671 semantic_name
= input
->semantic_name
;
4672 semantic_idx
= input
->semantic_idx
;
4673 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4675 if (vertexprocessing
== vertexshader
)
4677 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4678 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4679 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4681 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4682 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4683 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4685 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4687 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4688 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4689 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, semantic_idx
, reg_mask
);
4691 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4692 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4694 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4697 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4698 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4699 else if (semantic_idx
== 1)
4700 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4701 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4703 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4704 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4708 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4709 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4714 /*********************************************
4715 * Vertex Shader Specific Code begins here
4716 ********************************************/
4718 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4720 struct glsl_program_key key
;
4722 key
.vs_id
= entry
->vs
.id
;
4723 key
.gs_id
= entry
->gs
.id
;
4724 key
.ps_id
= entry
->ps
.id
;
4726 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4728 ERR("Failed to insert program entry.\n");
4732 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4733 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4735 struct wine_rb_entry
*entry
;
4736 struct glsl_program_key key
;
4742 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4743 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4746 /* Context activation is done by the caller. */
4747 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4748 struct glsl_shader_prog_link
*entry
)
4750 struct glsl_program_key key
;
4752 key
.vs_id
= entry
->vs
.id
;
4753 key
.gs_id
= entry
->gs
.id
;
4754 key
.ps_id
= entry
->ps
.id
;
4755 wine_rb_remove(&priv
->program_lookup
, &key
);
4757 GL_EXTCALL(glDeleteProgram(entry
->id
));
4759 list_remove(&entry
->vs
.shader_entry
);
4761 list_remove(&entry
->gs
.shader_entry
);
4763 list_remove(&entry
->ps
.shader_entry
);
4764 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4765 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4766 HeapFree(GetProcessHeap(), 0, entry
);
4769 static void handle_ps3_input(struct wined3d_string_buffer
*buffer
,
4770 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4771 const struct wined3d_shader_signature
*input_signature
,
4772 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4773 const struct wined3d_shader_signature
*output_signature
,
4774 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4779 unsigned int in_count
= vec4_varyings(3, gl_info
);
4781 char destination
[50];
4783 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4785 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4787 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4789 if (!(reg_maps_in
->input_registers
& (1 << input
->register_idx
)))
4792 in_idx
= map
[input
->register_idx
];
4793 /* Declared, but not read register */
4796 if (in_idx
>= (in_count
+ 2))
4798 FIXME("More input varyings declared than supported, expect issues.\n");
4802 if (in_idx
== in_count
)
4803 sprintf(destination
, "gl_FrontColor");
4804 else if (in_idx
== in_count
+ 1)
4805 sprintf(destination
, "gl_FrontSecondaryColor");
4807 sprintf(destination
, "ps_link[%u]", in_idx
);
4812 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4814 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4817 if (!(reg_maps_out
->output_registers
& (1 << output
->register_idx
))
4818 || input
->semantic_idx
!= output
->semantic_idx
4819 || strcmp(input
->semantic_name
, output
->semantic_name
)
4820 || !(mask
= input
->mask
& output
->mask
))
4823 if (set
[in_idx
] == ~0u)
4826 set
[in_idx
] |= mask
;
4827 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4829 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4830 destination
, reg_mask
, output
->register_idx
, reg_mask
);
4834 for (i
= 0; i
< in_count
+ 2; ++i
)
4838 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4841 if (set
[i
] == ~0U) set
[i
] = 0;
4844 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4845 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4846 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4847 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4848 reg_mask
[size
] = '\0';
4851 sprintf(destination
, "gl_FrontColor");
4852 else if (i
== in_count
+ 1)
4853 sprintf(destination
, "gl_FrontSecondaryColor");
4855 sprintf(destination
, "ps_link[%u]", i
);
4857 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4858 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4861 HeapFree(GetProcessHeap(), 0, set
);
4864 /* Context activation is done by the caller. */
4865 static GLuint
generate_param_reorder_function(struct wined3d_string_buffer
*buffer
,
4866 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4867 const struct wined3d_gl_info
*gl_info
)
4870 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4872 const char *semantic_name
;
4876 string_buffer_clear(buffer
);
4878 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
4882 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4884 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4886 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4889 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4892 semantic_name
= output
->semantic_name
;
4893 semantic_idx
= output
->semantic_idx
;
4894 write_mask
= output
->mask
;
4895 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4897 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4900 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4901 reg_mask
, output
->register_idx
, reg_mask
);
4902 else if (semantic_idx
== 1)
4903 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4904 reg_mask
, output
->register_idx
, reg_mask
);
4906 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4908 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4909 reg_mask
, output
->register_idx
, reg_mask
);
4911 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4913 if (semantic_idx
< 8)
4915 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4916 write_mask
|= WINED3DSP_WRITEMASK_3
;
4918 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4919 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
4920 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4921 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4924 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4926 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4928 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4930 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4931 output
->register_idx
, reg_mask
[1]);
4934 shader_addline(buffer
, "}\n");
4938 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4939 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4940 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4941 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4943 /* First, sort out position and point size. Those are not passed to the pixel shader */
4944 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4946 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4948 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4951 semantic_name
= output
->semantic_name
;
4952 semantic_idx
= output
->semantic_idx
;
4953 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
4955 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4957 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4958 reg_mask
, output
->register_idx
, reg_mask
);
4960 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4962 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4966 /* Then, fix the pixel shader input */
4967 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
4968 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
4970 shader_addline(buffer
, "}\n");
4973 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4974 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4975 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4980 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
4982 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4983 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4984 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4985 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4986 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4987 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4990 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4994 case WINED3D_FFP_PS_FOG_OFF
:
4997 case WINED3D_FFP_PS_FOG_LINEAR
:
4998 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
5001 case WINED3D_FFP_PS_FOG_EXP
:
5002 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
5003 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
5006 case WINED3D_FFP_PS_FOG_EXP2
:
5007 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
5008 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
5012 ERR("Invalid fog mode %#x.\n", mode
);
5016 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
5019 /* Context activation is done by the caller. */
5020 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5021 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
5022 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5024 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5025 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5026 const DWORD
*function
= shader
->function
;
5027 struct shader_glsl_ctx_priv priv_ctx
;
5029 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5030 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5032 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5033 priv_ctx
.cur_ps_args
= args
;
5034 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5036 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5038 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5039 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5040 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5041 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5042 /* The spec says that it doesn't have to be explicitly enabled, but the
5043 * nvidia drivers write a warning if we don't do so. */
5044 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5045 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5046 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5047 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5048 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5049 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5051 /* Base Declarations */
5052 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5054 /* Pack 3.0 inputs */
5055 if (reg_maps
->shader_version
.major
>= 3)
5056 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
->vp_mode
);
5058 /* Base Shader Body */
5059 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5061 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5062 if (reg_maps
->shader_version
.major
< 2)
5064 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5065 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5068 if (args
->srgb_correction
)
5069 shader_glsl_generate_srgb_write_correction(buffer
);
5071 /* SM < 3 does not replace the fog stage. */
5072 if (reg_maps
->shader_version
.major
< 3)
5073 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5075 shader_addline(buffer
, "}\n");
5077 TRACE("Compiling shader object %u.\n", shader_id
);
5078 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5083 /* Context activation is done by the caller. */
5084 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5085 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
5086 const struct vs_compile_args
*args
)
5088 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5089 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5090 const DWORD
*function
= shader
->function
;
5091 struct shader_glsl_ctx_priv priv_ctx
;
5093 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5094 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5096 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5098 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5099 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5100 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5101 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5102 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5103 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5104 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5105 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5107 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5108 priv_ctx
.cur_vs_args
= args
;
5110 /* Base Declarations */
5111 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5113 /* Base Shader Body */
5114 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5116 /* Unpack outputs */
5117 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5119 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5120 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5121 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5122 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5124 if (args
->fog_src
== VS_FOG_Z
)
5125 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
5126 else if (!reg_maps
->fog
)
5127 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
5129 /* We always store the clipplanes without y inversion */
5130 if (args
->clip_enabled
)
5131 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5133 /* Write the final position.
5135 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5136 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5137 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5138 * contains 1.0 to allow a mad.
5140 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5141 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5143 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5145 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5146 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5147 * which is the same as z = z * 2 - w.
5149 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5151 shader_addline(buffer
, "}\n");
5153 TRACE("Compiling shader object %u.\n", shader_id
);
5154 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5159 /* Context activation is done by the caller. */
5160 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5161 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
)
5163 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5164 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5165 const DWORD
*function
= shader
->function
;
5166 struct shader_glsl_ctx_priv priv_ctx
;
5169 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5171 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5173 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5174 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5175 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5176 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5177 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5178 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5179 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5180 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5182 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5183 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5184 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5185 shader_addline(buffer
, "}\n");
5187 TRACE("Compiling shader object %u.\n", shader_id
);
5188 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5193 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5194 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
,
5195 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5197 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5198 struct glsl_shader_private
*shader_data
;
5199 struct ps_np2fixup_info
*np2fixup
;
5204 if (!shader
->backend_data
)
5206 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5207 if (!shader
->backend_data
)
5209 ERR("Failed to allocate backend data.\n");
5213 shader_data
= shader
->backend_data
;
5214 gl_shaders
= shader_data
->gl_shaders
.ps
;
5216 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5217 * so a linear search is more performant than a hashmap or a binary search
5218 * (cache coherency etc)
5220 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5222 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5224 if (args
->np2_fixup
)
5225 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5226 return gl_shaders
[i
].id
;
5230 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5231 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5232 if (shader_data
->num_gl_shaders
)
5234 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5235 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5236 new_size
* sizeof(*gl_shaders
));
5240 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5245 ERR("Out of memory\n");
5248 shader_data
->gl_shaders
.ps
= new_array
;
5249 shader_data
->shader_array_size
= new_size
;
5250 gl_shaders
= new_array
;
5253 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5255 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5256 memset(np2fixup
, 0, sizeof(*np2fixup
));
5257 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5259 pixelshader_update_resource_types(shader
, args
->tex_types
);
5261 string_buffer_clear(buffer
);
5262 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
5263 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5268 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5269 const DWORD use_map
) {
5270 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5271 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5272 return stored
->fog_src
== new->fog_src
;
5275 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5276 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
,
5277 const struct vs_compile_args
*args
)
5281 DWORD use_map
= context
->stream_info
.use_map
;
5282 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5283 struct glsl_shader_private
*shader_data
;
5286 if (!shader
->backend_data
)
5288 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5289 if (!shader
->backend_data
)
5291 ERR("Failed to allocate backend data.\n");
5295 shader_data
= shader
->backend_data
;
5296 gl_shaders
= shader_data
->gl_shaders
.vs
;
5298 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5299 * so a linear search is more performant than a hashmap or a binary search
5300 * (cache coherency etc)
5302 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5304 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5305 return gl_shaders
[i
].id
;
5308 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5310 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5311 if (shader_data
->num_gl_shaders
)
5313 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5314 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5315 new_size
* sizeof(*gl_shaders
));
5319 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5324 ERR("Out of memory\n");
5327 shader_data
->gl_shaders
.vs
= new_array
;
5328 shader_data
->shader_array_size
= new_size
;
5329 gl_shaders
= new_array
;
5332 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5334 string_buffer_clear(buffer
);
5335 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
5336 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5341 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5342 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
)
5344 struct glsl_gs_compiled_shader
*gl_shaders
;
5345 struct glsl_shader_private
*shader_data
;
5348 if (!shader
->backend_data
)
5350 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5352 ERR("Failed to allocate backend data.\n");
5356 shader_data
= shader
->backend_data
;
5357 gl_shaders
= shader_data
->gl_shaders
.gs
;
5359 if (shader_data
->num_gl_shaders
)
5360 return gl_shaders
[0].id
;
5362 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5364 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5366 ERR("Failed to allocate GL shader array.\n");
5369 shader_data
->shader_array_size
= 1;
5370 gl_shaders
= shader_data
->gl_shaders
.gs
;
5372 string_buffer_clear(buffer
);
5373 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
5374 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5379 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5383 case WINED3D_MCS_MATERIAL
:
5385 case WINED3D_MCS_COLOR1
:
5387 case WINED3D_MCS_COLOR2
:
5388 return "gl_SecondaryColor";
5390 ERR("Invalid material color source %#x.\n", mcs
);
5395 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5396 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5398 const char *diffuse
, *specular
, *emission
, *ambient
;
5399 enum wined3d_light_type light_type
;
5402 if (!settings
->lighting
)
5404 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
5405 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
5409 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5410 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5411 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5412 shader_addline(buffer
, "vec3 dir, dst;\n");
5413 shader_addline(buffer
, "float att, t;\n");
5415 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5416 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5417 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5418 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "ffp_material.emission");
5420 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5422 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5425 case WINED3D_LIGHT_POINT
:
5426 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5427 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5428 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5429 shader_addline(buffer
, "dst.x = 1.0;\n");
5430 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5431 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5432 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5433 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz / att;\n", i
);
5434 if (!settings
->normal
)
5436 shader_addline(buffer
, "}\n");
5439 shader_addline(buffer
, "dir = normalize(dir);\n");
5440 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5441 " * ffp_light[%u].diffuse.xyz) / att;\n", i
);
5442 if (settings
->localviewer
)
5443 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5445 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5446 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5447 " * ffp_light[%u].specular) / att;\n", i
);
5448 shader_addline(buffer
, "}\n");
5451 case WINED3D_LIGHT_SPOT
:
5452 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5453 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5454 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5455 shader_addline(buffer
, "dst.x = 1.0;\n");
5456 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5457 shader_addline(buffer
, "dir = normalize(dir);\n");
5458 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5459 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5460 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5461 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5462 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff)"
5463 " / dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5464 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5465 i
, i
, i
, i
, i
, i
, i
);
5466 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5467 if (!settings
->normal
)
5469 shader_addline(buffer
, "}\n");
5472 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5473 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5474 if (settings
->localviewer
)
5475 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5477 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5478 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5479 " * ffp_light[%u].specular) * att;\n", i
);
5480 shader_addline(buffer
, "}\n");
5483 case WINED3D_LIGHT_DIRECTIONAL
:
5484 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5485 if (!settings
->normal
)
5487 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5488 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5489 " * ffp_light[%u].diffuse.xyz;\n", i
);
5490 /* TODO: In the non-local viewer case the halfvector is constant
5491 * and could be precomputed and stored in a uniform. */
5492 if (settings
->localviewer
)
5493 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5495 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5496 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5497 " * ffp_light[%u].specular;\n", i
);
5502 FIXME("Unhandled light type %#x.\n", light_type
);
5507 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5508 ambient
, diffuse
, emission
);
5509 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
5510 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
5513 /* Context activation is done by the caller. */
5514 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer
*buffer
,
5515 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5520 string_buffer_clear(buffer
);
5522 shader_addline(buffer
, "#version 120\n");
5523 shader_addline(buffer
, "\n");
5525 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix;\n");
5526 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5527 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5528 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
5530 shader_addline(buffer
, "uniform struct\n{\n");
5531 shader_addline(buffer
, " vec4 emission;\n");
5532 shader_addline(buffer
, " vec4 ambient;\n");
5533 shader_addline(buffer
, " vec4 diffuse;\n");
5534 shader_addline(buffer
, " vec4 specular;\n");
5535 shader_addline(buffer
, " float shininess;\n");
5536 shader_addline(buffer
, "} ffp_material;\n");
5538 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
5539 shader_addline(buffer
, "uniform struct\n{\n");
5540 shader_addline(buffer
, " vec4 diffuse;\n");
5541 shader_addline(buffer
, " vec4 specular;\n");
5542 shader_addline(buffer
, " vec4 ambient;\n");
5543 shader_addline(buffer
, " vec4 position;\n");
5544 shader_addline(buffer
, " vec3 direction;\n");
5545 shader_addline(buffer
, " float range;\n");
5546 shader_addline(buffer
, " float falloff;\n");
5547 shader_addline(buffer
, " float c_att;\n");
5548 shader_addline(buffer
, " float l_att;\n");
5549 shader_addline(buffer
, " float q_att;\n");
5550 shader_addline(buffer
, " float cos_htheta;\n");
5551 shader_addline(buffer
, " float cos_hphi;\n");
5552 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
5554 shader_addline(buffer
, "\nvoid main()\n{\n");
5555 shader_addline(buffer
, "float m;\n");
5556 shader_addline(buffer
, "vec3 r;\n");
5558 if (settings
->transformed
)
5560 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
5561 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5562 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
5566 shader_addline(buffer
, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
5567 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5568 if (settings
->clipping
)
5569 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5570 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5573 if (!settings
->normal
)
5574 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5575 else if (settings
->normalize
)
5576 shader_addline(buffer
, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
5578 shader_addline(buffer
, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
5580 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5582 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5584 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5586 case WINED3DTSS_TCI_PASSTHRU
:
5587 if (settings
->texcoords
& (1 << i
))
5588 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n",
5592 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5593 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5596 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5597 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
5600 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5601 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5602 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5605 case WINED3DTSS_TCI_SPHEREMAP
:
5606 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5607 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5608 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5609 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5613 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5618 switch (settings
->fog_mode
)
5620 case WINED3D_FFP_VS_FOG_OFF
:
5623 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5624 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5627 case WINED3D_FFP_VS_FOG_RANGE
:
5628 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5631 case WINED3D_FFP_VS_FOG_DEPTH
:
5632 if (settings
->ortho_fog
)
5633 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5634 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5635 else if (settings
->transformed
)
5636 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5638 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5642 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5646 if (settings
->point_size
)
5648 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5649 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5650 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5651 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5654 shader_addline(buffer
, "}\n");
5656 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5657 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5662 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
5663 DWORD argnum
, unsigned int stage
, DWORD arg
)
5667 if (arg
== ARG_UNUSED
)
5668 return "<unused arg>";
5670 switch (arg
& WINED3DTA_SELECTMASK
)
5672 case WINED3DTA_DIFFUSE
:
5676 case WINED3DTA_CURRENT
:
5683 case WINED3DTA_TEXTURE
:
5686 case 0: ret
= "tex0"; break;
5687 case 1: ret
= "tex1"; break;
5688 case 2: ret
= "tex2"; break;
5689 case 3: ret
= "tex3"; break;
5690 case 4: ret
= "tex4"; break;
5691 case 5: ret
= "tex5"; break;
5692 case 6: ret
= "tex6"; break;
5693 case 7: ret
= "tex7"; break;
5695 ret
= "<invalid texture>";
5700 case WINED3DTA_TFACTOR
:
5704 case WINED3DTA_SPECULAR
:
5705 ret
= "gl_SecondaryColor";
5708 case WINED3DTA_TEMP
:
5712 case WINED3DTA_CONSTANT
:
5715 case 0: ret
= "tss_const0"; break;
5716 case 1: ret
= "tss_const1"; break;
5717 case 2: ret
= "tss_const2"; break;
5718 case 3: ret
= "tss_const3"; break;
5719 case 4: ret
= "tss_const4"; break;
5720 case 5: ret
= "tss_const5"; break;
5721 case 6: ret
= "tss_const6"; break;
5722 case 7: ret
= "tss_const7"; break;
5724 ret
= "<invalid constant>";
5730 return "<unhandled arg>";
5733 if (arg
& WINED3DTA_COMPLEMENT
)
5735 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5738 else if (argnum
== 1)
5740 else if (argnum
== 2)
5744 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5746 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5749 else if (argnum
== 1)
5751 else if (argnum
== 2)
5758 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
5759 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5761 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5771 dstreg
= "temp_reg";
5775 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5776 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5777 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5781 case WINED3D_TOP_DISABLE
:
5783 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5786 case WINED3D_TOP_SELECT_ARG1
:
5787 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5790 case WINED3D_TOP_SELECT_ARG2
:
5791 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5794 case WINED3D_TOP_MODULATE
:
5795 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5798 case WINED3D_TOP_MODULATE_4X
:
5799 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5800 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5803 case WINED3D_TOP_MODULATE_2X
:
5804 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5805 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5808 case WINED3D_TOP_ADD
:
5809 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5810 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5813 case WINED3D_TOP_ADD_SIGNED
:
5814 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5815 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5818 case WINED3D_TOP_ADD_SIGNED_2X
:
5819 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5820 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5823 case WINED3D_TOP_SUBTRACT
:
5824 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5825 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5828 case WINED3D_TOP_ADD_SMOOTH
:
5829 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5830 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5833 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5834 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5835 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5836 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5839 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5840 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5841 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5842 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5845 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5846 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5847 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5848 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5851 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5852 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5853 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5854 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5857 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5858 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5859 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5860 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5863 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5864 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5865 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5868 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5869 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5870 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5873 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5874 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5875 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5877 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5878 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5879 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5882 case WINED3D_TOP_BUMPENVMAP
:
5883 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5884 /* These are handled in the first pass, nothing to do. */
5887 case WINED3D_TOP_DOTPRODUCT3
:
5888 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5889 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5892 case WINED3D_TOP_MULTIPLY_ADD
:
5893 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5894 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5897 case WINED3D_TOP_LERP
:
5898 /* MSDN isn't quite right here. */
5899 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5900 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5904 FIXME("Unhandled operation %#x.\n", op
);
5909 /* Context activation is done by the caller. */
5910 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buffer
*buffer
,
5911 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5913 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5914 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5915 const char *final_combiner_src
= "ret";
5916 UINT lowest_disabled_stage
;
5918 DWORD arg0
, arg1
, arg2
;
5921 string_buffer_clear(buffer
);
5923 /* Find out which textures are read */
5924 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5926 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5929 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5930 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5931 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5933 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
5934 || (stage
== 0 && settings
->color_key_enabled
))
5935 tex_map
|= 1 << stage
;
5936 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5937 tfactor_used
= TRUE
;
5938 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5939 tempreg_used
= TRUE
;
5940 if (settings
->op
[stage
].dst
== tempreg
)
5941 tempreg_used
= TRUE
;
5942 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5943 tss_const_map
|= 1 << stage
;
5945 switch (settings
->op
[stage
].cop
)
5947 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5948 lum_map
|= 1 << stage
;
5950 case WINED3D_TOP_BUMPENVMAP
:
5951 bump_map
|= 1 << stage
;
5953 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5954 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5955 tex_map
|= 1 << stage
;
5958 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5959 tfactor_used
= TRUE
;
5966 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5969 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5970 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5971 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5973 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5974 tex_map
|= 1 << stage
;
5975 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5976 tfactor_used
= TRUE
;
5977 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5978 tempreg_used
= TRUE
;
5979 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5980 tss_const_map
|= 1 << stage
;
5982 lowest_disabled_stage
= stage
;
5984 shader_addline(buffer
, "#version 120\n");
5986 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5987 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5989 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5990 shader_addline(buffer
, "vec4 ret;\n");
5991 if (tempreg_used
|| settings
->sRGB_write
)
5992 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
5993 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5995 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5997 if (tss_const_map
& (1 << stage
))
5998 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6000 if (!(tex_map
& (1 << stage
)))
6003 switch (settings
->op
[stage
].tex_type
)
6005 case WINED3D_GL_RES_TYPE_TEX_1D
:
6006 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6008 case WINED3D_GL_RES_TYPE_TEX_2D
:
6009 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6011 case WINED3D_GL_RES_TYPE_TEX_3D
:
6012 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6014 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6015 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6017 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6018 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6021 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6025 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6027 if (!(bump_map
& (1 << stage
)))
6029 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6031 if (!(lum_map
& (1 << stage
)))
6033 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6034 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6037 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6038 if (settings
->color_key_enabled
)
6039 shader_addline(buffer
, "uniform vec4 color_key;\n");
6040 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6042 if (settings
->sRGB_write
)
6044 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6045 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6046 shader_addline(buffer
, ";\n");
6047 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6048 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6049 shader_addline(buffer
, ";\n");
6052 shader_addline(buffer
, "void main()\n{\n");
6054 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6055 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
6057 /* Generate texture sampling instructions) */
6058 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6060 const char *texture_function
, *coord_mask
;
6061 char tex_reg_name
[8];
6064 if (!(tex_map
& (1 << stage
)))
6067 if (settings
->op
[stage
].projected
== proj_none
)
6071 else if (settings
->op
[stage
].projected
== proj_count4
6072 || settings
->op
[stage
].projected
== proj_count3
)
6078 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6082 switch (settings
->op
[stage
].tex_type
)
6084 case WINED3D_GL_RES_TYPE_TEX_1D
:
6087 texture_function
= "texture1DProj";
6092 texture_function
= "texture1D";
6096 case WINED3D_GL_RES_TYPE_TEX_2D
:
6099 texture_function
= "texture2DProj";
6104 texture_function
= "texture2D";
6108 case WINED3D_GL_RES_TYPE_TEX_3D
:
6111 texture_function
= "texture3DProj";
6112 coord_mask
= "xyzw";
6116 texture_function
= "texture3D";
6120 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6121 texture_function
= "textureCube";
6124 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6127 texture_function
= "texture2DRectProj";
6132 texture_function
= "texture2DRect";
6137 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6138 texture_function
= "";
6139 coord_mask
= "xyzw";
6144 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6145 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6147 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6149 /* With projective textures, texbem only divides the static
6150 * texture coord, not the displacement, so multiply the
6151 * displacement with the dividing parameter before passing it to
6153 if (settings
->op
[stage
].projected
!= proj_none
)
6155 if (settings
->op
[stage
].projected
== proj_count4
)
6157 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
6159 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
6163 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
6165 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
6170 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
6173 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6174 stage
, texture_function
, stage
, coord_mask
);
6176 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6177 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6178 stage
, stage
- 1, stage
- 1, stage
- 1);
6180 else if (settings
->op
[stage
].projected
== proj_count3
)
6182 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
6183 stage
, texture_function
, stage
, stage
);
6187 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
6188 stage
, texture_function
, stage
, stage
, coord_mask
);
6191 sprintf(tex_reg_name
, "tex%u", stage
);
6192 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
6193 settings
->op
[stage
].color_fixup
);
6196 if (settings
->color_key_enabled
)
6197 shader_addline(buffer
, "if (all(equal(tex0, color_key))) discard;\n");
6199 /* Generate the main shader */
6200 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6204 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6207 final_combiner_src
= "gl_Color";
6211 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6212 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6213 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6214 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6215 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6216 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6217 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6218 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6219 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6220 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6221 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6222 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6224 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6225 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6226 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6227 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6229 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6231 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6232 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6233 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6235 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
6239 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6240 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6241 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6245 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6246 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6247 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6248 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6249 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6250 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6254 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
6256 if (settings
->sRGB_write
)
6257 shader_glsl_generate_srgb_write_correction(buffer
);
6259 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6261 shader_addline(buffer
, "}\n");
6263 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6264 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6268 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6269 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6271 struct glsl_ffp_vertex_shader
*shader
;
6272 const struct wine_rb_entry
*entry
;
6274 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6275 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6277 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6280 shader
->desc
.settings
= *settings
;
6281 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
6282 list_init(&shader
->linked_programs
);
6283 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6284 ERR("Failed to insert ffp vertex shader.\n");
6289 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6290 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6292 struct glsl_ffp_fragment_shader
*glsl_desc
;
6293 const struct ffp_frag_desc
*desc
;
6295 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6296 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6298 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6301 glsl_desc
->entry
.settings
= *args
;
6302 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
6303 list_init(&glsl_desc
->linked_programs
);
6304 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6310 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6311 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6314 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6316 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6317 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6318 for (i
= 0; i
< vs_c_count
; ++i
)
6320 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6321 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6323 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6324 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6326 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6328 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6329 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6332 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6334 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6335 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6338 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6340 vs
->modelview_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_modelview_matrix"));
6341 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
6342 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
6343 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6345 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
6346 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6348 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
6349 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
6350 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
6351 vs
->material_emission_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emission"));
6352 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
6353 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
6354 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6356 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
6357 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6358 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
6359 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6360 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
6361 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6362 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
6363 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6364 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
6365 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6366 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
6367 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6368 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
6369 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6370 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
6371 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6372 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
6373 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6374 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
6375 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6376 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
6377 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6378 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
6379 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6382 string_buffer_release(&priv
->string_buffers
, name
);
6385 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6386 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
6389 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6391 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6392 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
6393 for (i
= 0; i
< ps_c_count
; ++i
)
6395 string_buffer_sprintf(name
, "ps_c[%u]", i
);
6396 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6398 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
6399 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
6401 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6403 string_buffer_sprintf(name
, "ps_i[%u]", i
);
6404 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6407 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6409 string_buffer_sprintf(name
, "ps_b[%u]", i
);
6410 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6413 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6415 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
6416 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6417 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
6418 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6419 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
6420 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6421 string_buffer_sprintf(name
, "tss_const%u", i
);
6422 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6425 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
6426 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
6427 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
6428 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
6429 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
6431 string_buffer_release(&priv
->string_buffers
, name
);
6434 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
6435 struct shader_glsl_priv
*priv
, GLuint program_id
,
6436 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
6438 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6441 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6443 for (i
= 0; i
< count
; ++i
)
6445 if (!reg_maps
->cb_sizes
[i
])
6448 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
6449 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
6450 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
6452 checkGLcall("glUniformBlockBinding");
6453 string_buffer_release(&priv
->string_buffers
, name
);
6456 /* Context activation is done by the caller. */
6457 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
6458 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
6460 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6461 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
6462 struct glsl_shader_prog_link
*entry
= NULL
;
6463 struct wined3d_shader
*vshader
= NULL
;
6464 struct wined3d_shader
*gshader
= NULL
;
6465 struct wined3d_shader
*pshader
= NULL
;
6466 GLuint program_id
= 0;
6467 GLuint reorder_shader_id
= 0;
6472 struct list
*ps_list
, *vs_list
;
6474 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
6476 vs_id
= ctx_data
->glsl_program
->vs
.id
;
6477 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
6481 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6482 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
6484 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
6485 && ctx_data
->glsl_program
->gs
.id
)
6486 gs_id
= ctx_data
->glsl_program
->gs
.id
;
6488 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6491 else if (use_vs(state
))
6493 struct vs_compile_args vs_compile_args
;
6494 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6496 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6497 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
6498 vs_list
= &vshader
->linked_programs
;
6500 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6501 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6503 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6505 struct glsl_ffp_vertex_shader
*ffp_shader
;
6506 struct wined3d_ffp_vs_settings settings
;
6508 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
6509 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6510 vs_id
= ffp_shader
->id
;
6511 vs_list
= &ffp_shader
->linked_programs
;
6514 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
6516 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6517 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6520 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6522 else if (use_ps(state
))
6524 struct ps_compile_args ps_compile_args
;
6525 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6526 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
6527 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
6528 pshader
, &ps_compile_args
, &np2fixup_info
);
6529 ps_list
= &pshader
->linked_programs
;
6531 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6533 struct glsl_ffp_fragment_shader
*ffp_shader
;
6534 struct ffp_frag_settings settings
;
6536 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6537 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6538 ps_id
= ffp_shader
->id
;
6539 ps_list
= &ffp_shader
->linked_programs
;
6542 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6544 ctx_data
->glsl_program
= entry
;
6548 /* If we get to this point, then no matching program exists, so we create one */
6549 program_id
= GL_EXTCALL(glCreateProgram());
6550 TRACE("Created new GLSL shader program %u.\n", program_id
);
6552 /* Create the entry */
6553 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6554 entry
->id
= program_id
;
6555 entry
->vs
.id
= vs_id
;
6556 entry
->gs
.id
= gs_id
;
6557 entry
->ps
.id
= ps_id
;
6558 entry
->constant_version
= 0;
6559 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6560 /* Add the hash table entry */
6561 add_glsl_program_entry(priv
, entry
);
6563 /* Set the current program */
6564 ctx_data
->glsl_program
= entry
;
6566 /* Attach GLSL vshader */
6569 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6570 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6571 checkGLcall("glAttachShader");
6573 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6578 WORD map
= vshader
->reg_maps
.input_registers
;
6579 struct wined3d_string_buffer
*tmp_name
= string_buffer_get(&priv
->string_buffers
);
6581 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
6582 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6583 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6584 checkGLcall("glAttachShader");
6585 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6588 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
6590 /* Bind vertex attributes to a corresponding index number to match
6591 * the same index numbers as ARB_vertex_programs (makes loading
6592 * vertex attributes simpler). With this method, we can use the
6593 * exact same code to load the attributes later for both ARB and
6596 * We have to do this here because we need to know the Program ID
6597 * in order to make the bindings work, and it has to be done prior
6598 * to linking the GLSL program. */
6599 for (i
= 0; map
; map
>>= 1, ++i
)
6601 if (!(map
& 1)) continue;
6603 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
6604 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
6606 checkGLcall("glBindAttribLocation");
6607 string_buffer_release(&priv
->string_buffers
, tmp_name
);
6612 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
6613 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
6614 checkGLcall("glAttachShader");
6616 TRACE("input type %s, output type %s, vertices out %u.\n",
6617 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
6618 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
6619 gshader
->u
.gs
.vertices_out
);
6620 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
6621 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
6622 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
6623 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
6624 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
6625 gshader
->u
.gs
.vertices_out
));
6626 checkGLcall("glProgramParameteriARB");
6628 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6631 /* Attach GLSL pshader */
6634 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6635 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6636 checkGLcall("glAttachShader");
6638 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6641 /* Link the program */
6642 TRACE("Linking GLSL shader program %u.\n", program_id
);
6643 GL_EXTCALL(glLinkProgram(program_id
));
6644 shader_glsl_validate_link(gl_info
, program_id
);
6646 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
6647 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6648 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
6649 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6650 checkGLcall("Find glsl program uniform locations");
6652 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6653 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6655 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6656 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6660 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6663 /* Set the shader to allow uniform loading on it */
6664 GL_EXTCALL(glUseProgram(program_id
));
6665 checkGLcall("glUseProgram");
6667 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6668 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6669 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6670 * vertex shader with fixed function pixel processing is used we make sure that the card
6671 * supports enough samplers to allow the max number of vertex samplers with all possible
6672 * fixed function fragment processing setups. So once the program is linked these samplers
6674 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
6676 entry
->constant_update_mask
= 0;
6679 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6680 if (vshader
->reg_maps
.integer_constants
)
6681 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6682 if (vshader
->reg_maps
.boolean_constants
)
6683 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6684 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6686 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
6687 0, gl_info
->limits
.vertex_uniform_blocks
);
6691 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
6692 | WINED3D_SHADER_CONST_FFP_PROJ
;
6694 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6696 if (entry
->vs
.texture_matrix_location
[i
] != -1)
6698 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
6702 if (entry
->vs
.material_ambient_location
!= -1)
6703 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
6704 if (entry
->vs
.light_ambient_location
!= -1)
6705 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
6709 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
6710 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6716 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6717 if (pshader
->reg_maps
.integer_constants
)
6718 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6719 if (pshader
->reg_maps
.boolean_constants
)
6720 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6721 if (entry
->ps
.ycorrection_location
!= -1)
6722 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6724 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
6725 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6726 gl_info
->limits
.fragment_uniform_blocks
);
6730 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6733 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6735 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6737 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6742 if (entry
->ps
.np2_fixup_location
!= -1)
6743 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6744 if (entry
->ps
.color_key_location
!= -1)
6745 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
6749 /* Context activation is done by the caller. */
6750 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
6754 GLuint vshader_id
, pshader_id
;
6755 const char *blt_pshader
;
6757 static const char blt_vshader
[] =
6761 " gl_Position = gl_Vertex;\n"
6762 " gl_FrontColor = vec4(1.0);\n"
6763 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6766 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
6768 /* WINED3D_GL_RES_TYPE_TEX_1D */
6770 /* WINED3D_GL_RES_TYPE_TEX_2D */
6772 "uniform sampler2D sampler;\n"
6775 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6777 /* WINED3D_GL_RES_TYPE_TEX_3D */
6779 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6781 "uniform samplerCube sampler;\n"
6784 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6786 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6788 "#extension GL_ARB_texture_rectangle : enable\n"
6789 "uniform sampler2DRect sampler;\n"
6792 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6796 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
6798 /* WINED3D_GL_RES_TYPE_TEX_1D */
6800 /* WINED3D_GL_RES_TYPE_TEX_2D */
6802 "uniform sampler2D sampler;\n"
6803 "uniform vec4 mask;\n"
6806 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6807 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6809 /* WINED3D_GL_RES_TYPE_TEX_3D */
6811 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6813 "uniform samplerCube sampler;\n"
6814 "uniform vec4 mask;\n"
6817 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6818 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6820 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6822 "#extension GL_ARB_texture_rectangle : enable\n"
6823 "uniform sampler2DRect sampler;\n"
6824 "uniform vec4 mask;\n"
6827 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6828 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6832 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6835 FIXME("tex_type %#x not supported\n", tex_type
);
6839 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6840 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6842 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6843 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6845 program_id
= GL_EXTCALL(glCreateProgram());
6846 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6847 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6848 GL_EXTCALL(glLinkProgram(program_id
));
6850 shader_glsl_validate_link(gl_info
, program_id
);
6852 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6855 GL_EXTCALL(glDeleteShader(vshader_id
));
6856 GL_EXTCALL(glDeleteShader(pshader_id
));
6860 /* Context activation is done by the caller. */
6861 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6862 const struct wined3d_state
*state
)
6864 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6865 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6866 struct shader_glsl_priv
*priv
= shader_priv
;
6867 GLuint program_id
= 0, prev_id
= 0;
6868 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6870 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6871 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6873 if (ctx_data
->glsl_program
)
6875 prev_id
= ctx_data
->glsl_program
->id
;
6876 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6881 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6884 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6886 if (ctx_data
->glsl_program
)
6888 program_id
= ctx_data
->glsl_program
->id
;
6889 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6894 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6897 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6899 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6901 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6902 checkGLcall("glClampColorARB");
6906 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6910 TRACE("Using GLSL program %u.\n", program_id
);
6912 if (prev_id
!= program_id
)
6914 GL_EXTCALL(glUseProgram(program_id
));
6915 checkGLcall("glUseProgram");
6918 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6922 /* "context" is not necessarily the currently active context. */
6923 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6925 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6927 ctx_data
->glsl_program
= NULL
;
6928 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6929 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6930 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6933 /* Context activation is done by the caller. */
6934 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6936 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6937 struct shader_glsl_priv
*priv
= shader_priv
;
6939 shader_glsl_invalidate_current_program(context
);
6940 GL_EXTCALL(glUseProgram(0));
6941 checkGLcall("glUseProgram");
6943 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6944 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6946 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6948 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6949 checkGLcall("glClampColorARB");
6953 /* Context activation is done by the caller. */
6954 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6955 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
6957 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6958 struct shader_glsl_priv
*priv
= shader_priv
;
6959 GLuint
*blt_program
;
6962 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6965 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6966 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
6967 GL_EXTCALL(glUseProgram(*blt_program
));
6968 GL_EXTCALL(glUniform1i(loc
, 0));
6972 GL_EXTCALL(glUseProgram(*blt_program
));
6977 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
6978 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6982 /* Context activation is done by the caller. */
6983 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6985 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6988 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
6989 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6991 GL_EXTCALL(glUseProgram(program_id
));
6992 checkGLcall("glUseProgram");
6995 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6996 const struct glsl_shader_prog_link
*program
)
6998 const struct glsl_context_data
*ctx_data
;
6999 struct wined3d_context
*context
;
7002 for (i
= 0; i
< device
->context_count
; ++i
)
7004 context
= device
->contexts
[i
];
7005 ctx_data
= context
->shader_backend_data
;
7007 if (ctx_data
->glsl_program
== program
)
7008 shader_glsl_invalidate_current_program(context
);
7012 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7014 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7015 struct wined3d_device
*device
= shader
->device
;
7016 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7017 const struct wined3d_gl_info
*gl_info
;
7018 const struct list
*linked_programs
;
7019 struct wined3d_context
*context
;
7021 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7023 HeapFree(GetProcessHeap(), 0, shader_data
);
7024 shader
->backend_data
= NULL
;
7028 context
= context_acquire(device
, NULL
);
7029 gl_info
= context
->gl_info
;
7031 TRACE("Deleting linked programs.\n");
7032 linked_programs
= &shader
->linked_programs
;
7033 if (linked_programs
->next
)
7035 struct glsl_shader_prog_link
*entry
, *entry2
;
7038 switch (shader
->reg_maps
.shader_version
.type
)
7040 case WINED3D_SHADER_TYPE_PIXEL
:
7042 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7044 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7046 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7047 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7048 checkGLcall("glDeleteShader");
7050 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7052 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7053 struct glsl_shader_prog_link
, ps
.shader_entry
)
7055 shader_glsl_invalidate_contexts_program(device
, entry
);
7056 delete_glsl_program_entry(priv
, gl_info
, entry
);
7062 case WINED3D_SHADER_TYPE_VERTEX
:
7064 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7066 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7068 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7069 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7070 checkGLcall("glDeleteShader");
7072 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7074 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7075 struct glsl_shader_prog_link
, vs
.shader_entry
)
7077 shader_glsl_invalidate_contexts_program(device
, entry
);
7078 delete_glsl_program_entry(priv
, gl_info
, entry
);
7084 case WINED3D_SHADER_TYPE_GEOMETRY
:
7086 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7088 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7090 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7091 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7092 checkGLcall("glDeleteShader");
7094 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7096 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7097 struct glsl_shader_prog_link
, gs
.shader_entry
)
7099 shader_glsl_invalidate_contexts_program(device
, entry
);
7100 delete_glsl_program_entry(priv
, gl_info
, entry
);
7107 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7112 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7113 shader
->backend_data
= NULL
;
7115 context_release(context
);
7118 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7120 const struct glsl_program_key
*k
= key
;
7121 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7122 const struct glsl_shader_prog_link
, program_lookup_entry
);
7124 if (k
->vs_id
> prog
->vs
.id
) return 1;
7125 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7127 if (k
->gs_id
> prog
->gs
.id
) return 1;
7128 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7130 if (k
->ps_id
> prog
->ps
.id
) return 1;
7131 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7136 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7138 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7139 + constant_count
* sizeof(*heap
->contained
)
7140 + constant_count
* sizeof(*heap
->positions
);
7141 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7145 ERR("Failed to allocate memory\n");
7149 heap
->entries
= mem
;
7150 heap
->entries
[1].version
= 0;
7151 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7152 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7153 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7159 static void constant_heap_free(struct constant_heap
*heap
)
7161 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7164 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7169 glsl_program_key_compare
,
7172 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7173 const struct fragment_pipeline
*fragment_pipe
)
7175 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7176 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7177 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7178 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7179 struct fragment_caps fragment_caps
;
7180 void *vertex_priv
, *fragment_priv
;
7182 string_buffer_list_init(&priv
->string_buffers
);
7184 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7186 ERR("Failed to initialize vertex pipe.\n");
7187 HeapFree(GetProcessHeap(), 0, priv
);
7191 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7193 ERR("Failed to initialize fragment pipe.\n");
7194 vertex_pipe
->vp_free(device
);
7195 HeapFree(GetProcessHeap(), 0, priv
);
7199 if (!string_buffer_init(&priv
->shader_buffer
))
7201 ERR("Failed to initialize shader buffer.\n");
7205 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7208 ERR("Failed to allocate memory.\n");
7212 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7214 ERR("Failed to initialize vertex shader constant heap\n");
7218 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7220 ERR("Failed to initialize pixel shader constant heap\n");
7224 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7226 ERR("Failed to initialize rbtree.\n");
7230 priv
->next_constant_version
= 1;
7231 priv
->vertex_pipe
= vertex_pipe
;
7232 priv
->fragment_pipe
= fragment_pipe
;
7233 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7234 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7236 device
->vertex_priv
= vertex_priv
;
7237 device
->fragment_priv
= fragment_priv
;
7238 device
->shader_priv
= priv
;
7243 constant_heap_free(&priv
->pconst_heap
);
7244 constant_heap_free(&priv
->vconst_heap
);
7245 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7246 string_buffer_free(&priv
->shader_buffer
);
7247 fragment_pipe
->free_private(device
);
7248 vertex_pipe
->vp_free(device
);
7249 HeapFree(GetProcessHeap(), 0, priv
);
7250 return E_OUTOFMEMORY
;
7253 /* Context activation is done by the caller. */
7254 static void shader_glsl_free(struct wined3d_device
*device
)
7256 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7257 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7260 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7262 if (priv
->depth_blt_program_full
[i
])
7264 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7266 if (priv
->depth_blt_program_masked
[i
])
7268 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7272 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7273 constant_heap_free(&priv
->pconst_heap
);
7274 constant_heap_free(&priv
->vconst_heap
);
7275 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7276 string_buffer_list_cleanup(&priv
->string_buffers
);
7277 string_buffer_free(&priv
->shader_buffer
);
7278 priv
->fragment_pipe
->free_private(device
);
7279 priv
->vertex_pipe
->vp_free(device
);
7281 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7282 device
->shader_priv
= NULL
;
7285 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7287 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7288 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7291 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7293 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
7296 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
7300 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
7301 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
7302 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
7303 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
7305 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7306 * texldd and texldl instructions. */
7307 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
7311 TRACE("Shader model %u.\n", shader_model
);
7313 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
7314 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
7315 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
7317 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
7318 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
7320 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7321 * Direct3D minimum requirement.
7323 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7324 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7326 * The problem is that the refrast clamps temporary results in the shader to
7327 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7328 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7329 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7330 * offer a way to query this.
7332 if (shader_model
>= 4)
7333 caps
->ps_1x_max_value
= FLT_MAX
;
7335 caps
->ps_1x_max_value
= 1024.0f
;
7337 /* Ideally we'd only set caps like sRGB writes here if supported by both
7338 * the shader backend and the fragment pipe, but we can get called before
7339 * shader_glsl_alloc(). */
7340 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
7341 | WINED3D_SHADER_CAP_SRGB_WRITE
;
7344 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
7346 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7348 TRACE("Checking support for fixup:\n");
7349 dump_color_fixup_desc(fixup
);
7352 /* We support everything except YUV conversions. */
7353 if (!is_complex_fixup(fixup
))
7359 TRACE("[FAILED]\n");
7363 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
7365 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
7366 /* WINED3DSIH_ADD */ shader_glsl_binop
,
7367 /* WINED3DSIH_AND */ shader_glsl_binop
,
7368 /* WINED3DSIH_BEM */ shader_glsl_bem
,
7369 /* WINED3DSIH_BREAK */ shader_glsl_break
,
7370 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
7371 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
7372 /* WINED3DSIH_CALL */ shader_glsl_call
,
7373 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
7374 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
7375 /* WINED3DSIH_CND */ shader_glsl_cnd
,
7376 /* WINED3DSIH_CRS */ shader_glsl_cross
,
7377 /* WINED3DSIH_CUT */ shader_glsl_cut
,
7378 /* WINED3DSIH_DCL */ shader_glsl_nop
,
7379 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
7380 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
7381 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
7382 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
7383 /* WINED3DSIH_DEF */ shader_glsl_nop
,
7384 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
7385 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
7386 /* WINED3DSIH_DIV */ shader_glsl_binop
,
7387 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
7388 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
7389 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
7390 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
7391 /* WINED3DSIH_DST */ shader_glsl_dst
,
7392 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
7393 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
7394 /* WINED3DSIH_ELSE */ shader_glsl_else
,
7395 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
7396 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
7397 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
7398 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
7399 /* WINED3DSIH_EQ */ shader_glsl_relop
,
7400 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
7401 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
7402 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
7403 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
7404 /* WINED3DSIH_GE */ shader_glsl_relop
,
7405 /* WINED3DSIH_IADD */ shader_glsl_binop
,
7406 /* WINED3DSIH_IEQ */ NULL
,
7407 /* WINED3DSIH_IF */ shader_glsl_if
,
7408 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
7409 /* WINED3DSIH_IGE */ shader_glsl_relop
,
7410 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
7411 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
7412 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
7413 /* WINED3DSIH_LABEL */ shader_glsl_label
,
7414 /* WINED3DSIH_LD */ NULL
,
7415 /* WINED3DSIH_LIT */ shader_glsl_lit
,
7416 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
7417 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
7418 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
7419 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
7420 /* WINED3DSIH_LT */ shader_glsl_relop
,
7421 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
7422 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
7423 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
7424 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
7425 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
7426 /* WINED3DSIH_MAD */ shader_glsl_mad
,
7427 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
7428 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
7429 /* WINED3DSIH_MOV */ shader_glsl_mov
,
7430 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
7431 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
7432 /* WINED3DSIH_MUL */ shader_glsl_binop
,
7433 /* WINED3DSIH_NE */ shader_glsl_relop
,
7434 /* WINED3DSIH_NOP */ shader_glsl_nop
,
7435 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
7436 /* WINED3DSIH_OR */ shader_glsl_binop
,
7437 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
7438 /* WINED3DSIH_POW */ shader_glsl_pow
,
7439 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
7440 /* WINED3DSIH_REP */ shader_glsl_rep
,
7441 /* WINED3DSIH_RET */ shader_glsl_ret
,
7442 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
7443 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
7444 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
7445 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
7446 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
7447 /* WINED3DSIH_SETP */ NULL
,
7448 /* WINED3DSIH_SGE */ shader_glsl_compare
,
7449 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
7450 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
7451 /* WINED3DSIH_SLT */ shader_glsl_compare
,
7452 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
7453 /* WINED3DSIH_SUB */ shader_glsl_binop
,
7454 /* WINED3DSIH_TEX */ shader_glsl_tex
,
7455 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
7456 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
7457 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
7458 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
7459 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
7460 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
7461 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
7462 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
7463 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
7464 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
7465 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
7466 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
7467 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
7468 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
7469 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
7470 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
7471 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
7472 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
7473 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
7474 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
7475 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
7476 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
7477 /* WINED3DSIH_UGE */ shader_glsl_relop
,
7478 /* WINED3DSIH_USHR */ shader_glsl_binop
,
7479 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
7480 /* WINED3DSIH_XOR */ shader_glsl_binop
,
7483 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
7484 SHADER_HANDLER hw_fct
;
7486 /* Select handler */
7487 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
7489 /* Unhandled opcode */
7492 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
7497 shader_glsl_add_instruction_modifiers(ins
);
7500 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
7502 struct shader_glsl_priv
*priv
= shader_priv
;
7504 return priv
->ffp_proj_control
;
7507 const struct wined3d_shader_backend_ops glsl_shader_backend
=
7509 shader_glsl_handle_instruction
,
7511 shader_glsl_disable
,
7512 shader_glsl_select_depth_blt
,
7513 shader_glsl_deselect_depth_blt
,
7514 shader_glsl_update_float_vertex_constants
,
7515 shader_glsl_update_float_pixel_constants
,
7516 shader_glsl_load_constants
,
7517 shader_glsl_destroy
,
7520 shader_glsl_allocate_context_data
,
7521 shader_glsl_free_context_data
,
7522 shader_glsl_get_caps
,
7523 shader_glsl_color_fixup_supported
,
7524 shader_glsl_has_ffp_proj_control
,
7527 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7530 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7532 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7533 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
7536 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7538 caps
->xyzrhw
= TRUE
;
7539 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
7540 caps
->max_vertex_blend_matrices
= 1;
7541 caps
->max_vertex_blend_matrix_index
= 0;
7542 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7543 | WINED3DVTXPCAPS_MATERIALSOURCE7
7544 | WINED3DVTXPCAPS_VERTEXFOG
7545 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7546 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7547 | WINED3DVTXPCAPS_LOCALVIEWER
7548 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7549 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7550 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7551 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7554 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7556 struct shader_glsl_priv
*priv
;
7558 if (shader_backend
== &glsl_shader_backend
)
7562 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
7564 ERR("Failed to initialize rbtree.\n");
7571 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7576 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
7578 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7579 struct glsl_ffp_vertex_shader
, desc
.entry
);
7580 struct glsl_shader_prog_link
*program
, *program2
;
7581 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7583 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7584 struct glsl_shader_prog_link
, vs
.shader_entry
)
7586 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7588 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7589 HeapFree(GetProcessHeap(), 0, shader
);
7592 /* Context activation is done by the caller. */
7593 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
7595 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
7596 struct glsl_ffp_destroy_ctx ctx
;
7599 ctx
.gl_info
= &device
->adapter
->gl_info
;
7600 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
7603 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
7604 const struct wined3d_state
*state
, DWORD state_id
)
7606 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7609 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
7610 const struct wined3d_state
*state
, DWORD state_id
)
7612 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7613 BOOL transformed
= context
->stream_info
.position_transformed
;
7614 BOOL wasrhw
= context
->last_was_rhw
;
7617 context
->last_was_rhw
= transformed
;
7621 if (context
->last_was_vshader
)
7623 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7624 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7627 if (transformed
!= wasrhw
)
7628 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7630 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7632 /* Because of settings->texcoords, we have to always regenerate the
7633 * vertex shader on a vdecl change.
7634 * TODO: Just always output all the texcoords when there are enough
7635 * varyings available to drop the dependency. */
7636 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7639 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
7640 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
7641 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7645 if (!context
->last_was_vshader
)
7647 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7648 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7649 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7653 context
->last_was_vshader
= use_vs(state
);
7656 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
7657 const struct wined3d_state
*state
, DWORD state_id
)
7659 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7660 /* Different vertex shaders potentially require a different vertex attributes setup. */
7661 if (!isStateDirty(context
, STATE_VDECL
))
7662 context_apply_state(context
, state
, STATE_VDECL
);
7665 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
7666 const struct wined3d_state
*state
, DWORD state_id
)
7668 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7671 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
7673 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7676 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7677 | WINED3D_SHADER_CONST_FFP_LIGHTS
;
7679 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
7681 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
7682 clipplane(context
, state
, STATE_CLIPPLANE(k
));
7685 if (context
->swapchain
->device
->vertexBlendUsed
)
7690 FIXME("Vertex blending emulation.\n");
7694 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
7695 const struct wined3d_state
*state
, DWORD state_id
)
7697 /* Table fog behavior depends on the projection matrix. */
7698 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
7699 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
7700 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7701 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7704 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
7705 const struct wined3d_state
*state
, DWORD state_id
)
7707 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
7708 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
7709 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
7710 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
7711 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
7712 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7715 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
7716 const struct wined3d_state
*state
, DWORD state_id
)
7718 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7721 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
7722 const struct wined3d_state
*state
, DWORD state_id
)
7724 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7727 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
7728 const struct wined3d_state
*state
, DWORD state_id
)
7730 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7733 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
7735 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7736 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
7737 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7738 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
7740 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
7741 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
7742 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
7743 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
7744 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
7745 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
7746 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
7747 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
7748 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
7749 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
7750 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
7751 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
7752 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
7753 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
7754 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
7755 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
7756 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
7757 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
7758 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
7759 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
7760 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
7761 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
7762 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
7763 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
7764 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
7765 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
7766 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
7767 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
7768 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
7769 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
7770 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
7771 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
7773 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7774 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7775 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7776 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7777 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7778 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7779 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7780 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7781 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7783 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
7784 /* Transform states */
7785 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
7786 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7787 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7788 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7789 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7790 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7791 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7792 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7793 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7794 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7795 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
7796 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7797 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7798 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7799 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7800 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7801 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7802 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7803 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7804 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7805 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7806 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7807 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7808 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7809 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7810 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7811 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7813 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7814 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7815 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7816 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7817 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7818 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7819 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7820 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7821 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7822 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7823 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7824 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7825 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7826 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7827 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7828 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7829 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7830 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7831 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7832 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7833 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7834 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7835 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7836 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7837 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7838 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7839 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7840 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7841 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7842 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7843 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7844 /* NP2 texture matrix fixups. They are not needed if
7845 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
7846 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
7848 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7849 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7850 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7851 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7852 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7853 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7854 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7855 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7856 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7857 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7858 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7859 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7860 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7861 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7862 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7863 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7864 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7865 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7866 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7867 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7868 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7869 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7870 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7871 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7872 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7873 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7877 * - This currently depends on GL fixed function functions to set things
7878 * like light parameters. Ideally we'd use regular uniforms for that.
7879 * - In part because of the previous point, much of this is modelled after
7880 * GL fixed function, and has much of the same limitations. For example,
7881 * D3D spot lights are slightly different from GL spot lights.
7882 * - We can now implement drawing transformed vertices using the GLSL pipe,
7883 * instead of using the immediate mode fallback.
7884 * - Similarly, we don't need the fallback for certain combinations of
7885 * material sources anymore.
7886 * - Implement vertex blending and vertex tweening.
7887 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7888 * attribute arrays in load_tex_coords().
7889 * - Per-vertex point sizes. */
7890 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7892 glsl_vertex_pipe_vp_enable
,
7893 glsl_vertex_pipe_vp_get_caps
,
7894 glsl_vertex_pipe_vp_alloc
,
7895 glsl_vertex_pipe_vp_free
,
7896 glsl_vertex_pipe_vp_states
,
7899 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7901 /* Nothing to do. */
7904 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7906 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7907 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
7908 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
7909 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7910 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7911 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7912 | WINED3DTEXOPCAPS_SELECTARG1
7913 | WINED3DTEXOPCAPS_SELECTARG2
7914 | WINED3DTEXOPCAPS_MODULATE4X
7915 | WINED3DTEXOPCAPS_MODULATE2X
7916 | WINED3DTEXOPCAPS_MODULATE
7917 | WINED3DTEXOPCAPS_ADDSIGNED2X
7918 | WINED3DTEXOPCAPS_ADDSIGNED
7919 | WINED3DTEXOPCAPS_ADD
7920 | WINED3DTEXOPCAPS_SUBTRACT
7921 | WINED3DTEXOPCAPS_ADDSMOOTH
7922 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7923 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7924 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7925 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7926 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7927 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7928 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7929 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7930 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7931 | WINED3DTEXOPCAPS_DOTPRODUCT3
7932 | WINED3DTEXOPCAPS_MULTIPLYADD
7933 | WINED3DTEXOPCAPS_LERP
7934 | WINED3DTEXOPCAPS_BUMPENVMAP
7935 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7936 caps
->MaxTextureBlendStages
= 8;
7937 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7940 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7942 struct shader_glsl_priv
*priv
;
7944 if (shader_backend
== &glsl_shader_backend
)
7948 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7950 ERR("Failed to initialize rbtree.\n");
7957 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7962 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7964 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7965 struct glsl_ffp_fragment_shader
, entry
.entry
);
7966 struct glsl_shader_prog_link
*program
, *program2
;
7967 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7969 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7970 struct glsl_shader_prog_link
, ps
.shader_entry
)
7972 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7974 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7975 HeapFree(GetProcessHeap(), 0, shader
);
7978 /* Context activation is done by the caller. */
7979 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7981 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7982 struct glsl_ffp_destroy_ctx ctx
;
7985 ctx
.gl_info
= &device
->adapter
->gl_info
;
7986 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7989 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7990 const struct wined3d_state
*state
, DWORD state_id
)
7992 context
->last_was_pshader
= use_ps(state
);
7994 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7997 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7998 const struct wined3d_state
*state
, DWORD state_id
)
8000 BOOL use_vshader
= use_vs(state
);
8001 enum fogsource new_source
;
8002 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8003 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8005 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8007 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8010 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8013 new_source
= FOGSOURCE_VS
;
8014 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8015 new_source
= FOGSOURCE_COORD
;
8017 new_source
= FOGSOURCE_FFP
;
8021 new_source
= FOGSOURCE_FFP
;
8024 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8026 context
->fog_source
= new_source
;
8027 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
8031 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8032 const struct wined3d_state
*state
, DWORD state_id
)
8034 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8035 glsl_fragment_pipe_fog(context
, state
, state_id
);
8038 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8039 const struct wined3d_state
*state
, DWORD state_id
)
8041 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8044 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8045 const struct wined3d_state
*state
, DWORD state_id
)
8047 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8050 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8051 const struct wined3d_state
*state
, DWORD state_id
)
8053 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8057 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8059 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8061 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8062 checkGLcall("glEnable GL_ALPHA_TEST");
8066 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8067 checkGLcall("glDisable GL_ALPHA_TEST");
8071 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8072 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8076 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8077 checkGLcall("glAlphaFunc");
8081 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8082 const struct wined3d_state
*state
, DWORD state_id
)
8084 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8087 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8089 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8090 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8091 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8092 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8093 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8094 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8095 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8096 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8097 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8098 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8099 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8100 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8101 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8102 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8103 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8104 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8105 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8106 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8107 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8108 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8109 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8110 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8111 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8112 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8113 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8114 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8115 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8116 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8117 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8118 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8119 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8120 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8121 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8122 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8123 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8124 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8125 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8126 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8127 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8128 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8129 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8130 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8131 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8132 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8133 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8134 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8135 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8136 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8137 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8138 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8139 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8140 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8141 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8142 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8143 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8144 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8145 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8146 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8147 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8148 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8149 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8150 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8151 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8152 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8153 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8154 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8155 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8156 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8157 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8158 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8159 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8160 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8161 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8162 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8163 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8164 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8165 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8166 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8167 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8168 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8169 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8170 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8171 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8172 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
8173 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8174 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8175 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8176 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
8177 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
8178 {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
},
8179 {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
},
8180 {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
},
8181 {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
},
8182 {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
},
8183 {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
},
8184 {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
},
8185 {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
},
8186 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8187 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8188 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8189 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8190 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8191 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8192 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8193 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8194 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8195 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
8198 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
8203 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
8207 const struct fragment_pipeline glsl_fragment_pipe
=
8209 glsl_fragment_pipe_enable
,
8210 glsl_fragment_pipe_get_caps
,
8211 glsl_fragment_pipe_alloc
,
8212 glsl_fragment_pipe_free
,
8213 glsl_fragment_pipe_alloc_context_data
,
8214 glsl_fragment_pipe_free_context_data
,
8215 shader_glsl_color_fixup_supported
,
8216 glsl_fragment_pipe_state_template
,