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
66 struct wined3d_string_buffer
*name
;
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
;
109 BOOL legacy_lighting
;
112 struct glsl_vs_program
114 struct list shader_entry
;
116 GLenum vertex_color_clamp
;
117 GLint
*uniform_f_locations
;
118 GLint uniform_i_locations
[MAX_CONST_I
];
119 GLint uniform_b_locations
[MAX_CONST_B
];
120 GLint pos_fixup_location
;
122 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
123 GLint projection_matrix_location
;
124 GLint normal_matrix_location
;
125 GLint texture_matrix_location
[MAX_TEXTURES
];
126 GLint material_ambient_location
;
127 GLint material_diffuse_location
;
128 GLint material_specular_location
;
129 GLint material_emissive_location
;
130 GLint material_shininess_location
;
131 GLint light_ambient_location
;
146 } light_location
[MAX_ACTIVE_LIGHTS
];
147 GLint pointsize_location
;
148 GLint pointsize_min_location
;
149 GLint pointsize_max_location
;
150 GLint pointsize_c_att_location
;
151 GLint pointsize_l_att_location
;
152 GLint pointsize_q_att_location
;
155 struct glsl_gs_program
157 struct list shader_entry
;
161 struct glsl_ps_program
163 struct list shader_entry
;
165 GLint
*uniform_f_locations
;
166 GLint uniform_i_locations
[MAX_CONST_I
];
167 GLint uniform_b_locations
[MAX_CONST_B
];
168 GLint bumpenv_mat_location
[MAX_TEXTURES
];
169 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
170 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
171 GLint tss_constant_location
[MAX_TEXTURES
];
172 GLint tex_factor_location
;
173 GLint specular_enable_location
;
174 GLint fog_color_location
;
175 GLint fog_density_location
;
176 GLint fog_end_location
;
177 GLint fog_scale_location
;
178 GLint ycorrection_location
;
179 GLint np2_fixup_location
;
180 GLint color_key_location
;
181 const struct ps_np2fixup_info
*np2_fixup_info
;
184 /* Struct to maintain data about a linked GLSL program */
185 struct glsl_shader_prog_link
187 struct wine_rb_entry program_lookup_entry
;
188 struct glsl_vs_program vs
;
189 struct glsl_gs_program gs
;
190 struct glsl_ps_program ps
;
192 DWORD constant_update_mask
;
193 UINT constant_version
;
196 struct glsl_program_key
203 struct shader_glsl_ctx_priv
{
204 const struct vs_compile_args
*cur_vs_args
;
205 const struct ps_compile_args
*cur_ps_args
;
206 struct ps_np2fixup_info
*cur_np2fixup_info
;
207 struct wined3d_string_buffer_list
*string_buffers
;
210 struct glsl_context_data
212 struct glsl_shader_prog_link
*glsl_program
;
215 struct glsl_ps_compiled_shader
217 struct ps_compile_args args
;
218 struct ps_np2fixup_info np2fixup
;
222 struct glsl_vs_compiled_shader
224 struct vs_compile_args args
;
228 struct glsl_gs_compiled_shader
233 struct glsl_shader_private
237 struct glsl_vs_compiled_shader
*vs
;
238 struct glsl_gs_compiled_shader
*gs
;
239 struct glsl_ps_compiled_shader
*ps
;
241 UINT num_gl_shaders
, shader_array_size
;
244 struct glsl_ffp_vertex_shader
246 struct wined3d_ffp_vs_desc desc
;
248 struct list linked_programs
;
251 struct glsl_ffp_fragment_shader
253 struct ffp_frag_desc entry
;
255 struct list linked_programs
;
258 struct glsl_ffp_destroy_ctx
260 struct shader_glsl_priv
*priv
;
261 const struct wined3d_gl_info
*gl_info
;
264 static const char *debug_gl_shader_type(GLenum type
)
268 #define WINED3D_TO_STR(u) case u: return #u
269 WINED3D_TO_STR(GL_VERTEX_SHADER
);
270 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
271 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
272 #undef WINED3D_TO_STR
274 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
278 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
282 case WINED3D_SHADER_TYPE_VERTEX
:
285 case WINED3D_SHADER_TYPE_GEOMETRY
:
288 case WINED3D_SHADER_TYPE_PIXEL
:
292 FIXME("Unhandled shader type %#x.\n", type
);
297 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
298 const struct wined3d_shader_version
*version
)
300 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
301 return "#version 150";
302 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
303 return "#version 130";
305 return "#version 120";
308 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
312 wined3d_ftoa(values
[0], str
[0]);
313 wined3d_ftoa(values
[1], str
[1]);
314 wined3d_ftoa(values
[2], str
[2]);
315 wined3d_ftoa(values
[3], str
[3]);
316 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
319 static const char *get_info_log_line(const char **ptr
)
324 if (!(q
= strstr(p
, "\n")))
326 if (!*p
) return NULL
;
335 /* Context activation is done by the caller. */
336 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
341 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
345 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
347 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
349 /* A size of 1 is just a null-terminated string, so the log should be bigger than
350 * that if there are errors. */
353 const char *ptr
, *line
;
355 log
= HeapAlloc(GetProcessHeap(), 0, length
);
356 /* The info log is supposed to be zero-terminated, but at least some
357 * versions of fglrx don't terminate the string properly. The reported
358 * length does include the terminator, so explicitly set it to zero
362 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
364 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
367 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
369 WARN("Info log received from GLSL shader #%u:\n", id
);
370 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
374 FIXME("Info log received from GLSL shader #%u:\n", id
);
375 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
377 HeapFree(GetProcessHeap(), 0, log
);
381 /* Context activation is done by the caller. */
382 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
384 const char *ptr
, *line
;
386 TRACE("Compiling shader object %u.\n", shader
);
388 if (TRACE_ON(d3d_shader
))
391 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
394 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
395 checkGLcall("glShaderSource");
396 GL_EXTCALL(glCompileShader(shader
));
397 checkGLcall("glCompileShader");
398 print_glsl_info_log(gl_info
, shader
, FALSE
);
401 /* Context activation is done by the caller. */
402 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
404 GLint i
, shader_count
, source_size
= -1;
408 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
409 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
412 ERR("Failed to allocate shader array memory.\n");
416 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
417 for (i
= 0; i
< shader_count
; ++i
)
419 const char *ptr
, *line
;
422 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
424 if (source_size
< tmp
)
426 HeapFree(GetProcessHeap(), 0, source
);
428 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
431 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
432 HeapFree(GetProcessHeap(), 0, shaders
);
438 FIXME("Shader %u:\n", shaders
[i
]);
439 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
440 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
441 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
442 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
446 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
447 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
451 HeapFree(GetProcessHeap(), 0, source
);
452 HeapFree(GetProcessHeap(), 0, shaders
);
455 /* Context activation is done by the caller. */
456 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
460 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
463 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
466 FIXME("Program %u link status invalid.\n", program
);
467 shader_glsl_dump_program_source(gl_info
, program
);
470 print_glsl_info_log(gl_info
, program
, TRUE
);
473 /* Context activation is done by the caller. */
474 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
475 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
477 unsigned int mapped_unit
;
478 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
485 enum wined3d_shader_type type
;
486 unsigned int base_idx
;
491 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
492 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
495 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
497 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
499 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
501 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
502 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
506 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
507 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
509 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
513 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
514 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
517 checkGLcall("glUniform1i");
518 string_buffer_release(&priv
->string_buffers
, sampler_name
);
521 /* Context activation is done by the caller. */
522 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
523 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
525 unsigned int start
= ~0U, end
= 0;
527 unsigned int heap_idx
= 1;
530 if (heap
->entries
[heap_idx
].version
<= version
) return;
532 idx
= heap
->entries
[heap_idx
].idx
;
533 if (constant_locations
[idx
] != -1)
535 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
537 while (stack_idx
>= 0)
539 /* Note that we fall through to the next case statement. */
540 switch(stack
[stack_idx
])
542 case HEAP_NODE_TRAVERSE_LEFT
:
544 unsigned int left_idx
= heap_idx
<< 1;
545 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
548 idx
= heap
->entries
[heap_idx
].idx
;
549 if (constant_locations
[idx
] != -1)
557 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
558 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
563 case HEAP_NODE_TRAVERSE_RIGHT
:
565 unsigned int right_idx
= (heap_idx
<< 1) + 1;
566 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
568 heap_idx
= right_idx
;
569 idx
= heap
->entries
[heap_idx
].idx
;
570 if (constant_locations
[idx
] != -1)
578 stack
[stack_idx
++] = HEAP_NODE_POP
;
579 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
591 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
592 checkGLcall("walk_constant_heap()");
595 /* Context activation is done by the caller. */
596 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
598 GLfloat clamped_constant
[4];
600 if (location
== -1) return;
602 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
603 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
604 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
605 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
607 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
610 /* Context activation is done by the caller. */
611 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
612 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
615 unsigned int heap_idx
= 1;
618 if (heap
->entries
[heap_idx
].version
<= version
) return;
620 idx
= heap
->entries
[heap_idx
].idx
;
621 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
622 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
624 while (stack_idx
>= 0)
626 /* Note that we fall through to the next case statement. */
627 switch(stack
[stack_idx
])
629 case HEAP_NODE_TRAVERSE_LEFT
:
631 unsigned int left_idx
= heap_idx
<< 1;
632 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
635 idx
= heap
->entries
[heap_idx
].idx
;
636 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
638 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
639 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
644 case HEAP_NODE_TRAVERSE_RIGHT
:
646 unsigned int right_idx
= (heap_idx
<< 1) + 1;
647 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
649 heap_idx
= right_idx
;
650 idx
= heap
->entries
[heap_idx
].idx
;
651 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
653 stack
[stack_idx
++] = HEAP_NODE_POP
;
654 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
665 checkGLcall("walk_constant_heap_clamped()");
668 /* Context activation is done by the caller. */
669 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
670 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
671 unsigned char *stack
, UINT version
)
673 const struct wined3d_shader_lconst
*lconst
;
675 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
676 if (shader
->reg_maps
.shader_version
.major
== 1
677 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
678 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
680 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
682 if (!shader
->load_local_constsF
)
684 TRACE("No need to load local float constants for this shader\n");
688 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
689 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
691 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
693 checkGLcall("glUniform4fv()");
696 /* Context activation is done by the caller. */
697 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
698 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
703 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
705 if (!(constants_set
& 1)) continue;
707 /* We found this uniform name in the program - go ahead and send the data */
708 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
711 /* Load immediate constants */
712 ptr
= list_head(&shader
->constantsI
);
715 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
716 unsigned int idx
= lconst
->idx
;
717 const GLint
*values
= (const GLint
*)lconst
->value
;
719 /* We found this uniform name in the program - go ahead and send the data */
720 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
721 ptr
= list_next(&shader
->constantsI
, ptr
);
723 checkGLcall("glUniform4iv()");
726 /* Context activation is done by the caller. */
727 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
728 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
733 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
735 if (!(constants_set
& 1)) continue;
737 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
740 /* Load immediate constants */
741 ptr
= list_head(&shader
->constantsB
);
744 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
745 unsigned int idx
= lconst
->idx
;
746 const GLint
*values
= (const GLint
*)lconst
->value
;
748 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
749 ptr
= list_next(&shader
->constantsB
, ptr
);
751 checkGLcall("glUniform1iv()");
754 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
756 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
759 /* Context activation is done by the caller (state handler). */
760 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
761 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
763 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
764 UINT fixup
= ps
->np2_fixup_info
->active
;
767 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
769 const struct wined3d_texture
*tex
= state
->textures
[i
];
770 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
771 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
775 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
781 tex_dim
[2] = tex
->pow2_matrix
[0];
782 tex_dim
[3] = tex
->pow2_matrix
[5];
786 tex_dim
[0] = tex
->pow2_matrix
[0];
787 tex_dim
[1] = tex
->pow2_matrix
[5];
791 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
794 /* Taken and adapted from Mesa. */
795 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
797 float pos
, neg
, t
, det
;
798 struct wined3d_matrix temp
;
800 /* Calculate the determinant of upper left 3x3 submatrix and
801 * determine if the matrix is singular. */
803 t
= in
->_11
* in
->_22
* in
->_33
;
809 t
= in
->_21
* in
->_32
* in
->_13
;
814 t
= in
->_31
* in
->_12
* in
->_23
;
820 t
= -in
->_31
* in
->_22
* in
->_13
;
825 t
= -in
->_21
* in
->_12
* in
->_33
;
831 t
= -in
->_11
* in
->_32
* in
->_23
;
839 if (fabsf(det
) < 1e-25f
)
843 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
844 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
845 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
846 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
847 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
848 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
849 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
850 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
851 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
857 static void swap_rows(float **a
, float **b
)
865 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
868 float m0
, m1
, m2
, m3
, s
;
869 float *r0
, *r1
, *r2
, *r3
;
881 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
888 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
895 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
902 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
904 /* Choose pivot - or die. */
905 if (fabsf(r3
[0]) > fabsf(r2
[0]))
907 if (fabsf(r2
[0]) > fabsf(r1
[0]))
909 if (fabsf(r1
[0]) > fabsf(r0
[0]))
914 /* Eliminate first variable. */
915 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
916 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
917 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
918 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
948 /* Choose pivot - or die. */
949 if (fabsf(r3
[1]) > fabsf(r2
[1]))
951 if (fabsf(r2
[1]) > fabsf(r1
[1]))
956 /* Eliminate second variable. */
957 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
958 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
959 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
985 /* Choose pivot - or die. */
986 if (fabsf(r3
[2]) > fabsf(r2
[2]))
991 /* Eliminate third variable. */
1003 /* Back substitute row 3. */
1010 /* Back substitute row 2. */
1013 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1014 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1015 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1016 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1018 r1
[4] -= r3
[4] * m1
;
1019 r1
[5] -= r3
[5] * m1
;
1020 r1
[6] -= r3
[6] * m1
;
1021 r1
[7] -= r3
[7] * m1
;
1023 r0
[4] -= r3
[4] * m0
;
1024 r0
[5] -= r3
[5] * m0
;
1025 r0
[6] -= r3
[6] * m0
;
1026 r0
[7] -= r3
[7] * m0
;
1028 /* Back substitute row 1. */
1031 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1032 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1033 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1034 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1036 r0
[4] -= r2
[4] * m0
;
1037 r0
[5] -= r2
[5] * m0
;
1038 r0
[6] -= r2
[6] * m0
;
1039 r0
[7] -= r2
[7] * m0
;
1041 /* Back substitute row 0. */
1044 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1045 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1046 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1047 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1069 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1070 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1072 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1074 struct wined3d_matrix mv
;
1077 if (prog
->vs
.normal_matrix_location
== -1)
1080 get_modelview_matrix(context
, state
, 0, &mv
);
1081 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1082 invert_matrix_3d(&mv
, &mv
);
1084 invert_matrix(&mv
, &mv
);
1085 /* Tests show that singular modelview matrices are used unchanged as normal
1086 * matrices on D3D3 and older. There seems to be no clearly consistent
1087 * behavior on newer D3D versions so always follow older ddraw behavior. */
1088 for (i
= 0; i
< 3; ++i
)
1089 for (j
= 0; j
< 3; ++j
)
1090 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1092 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1093 checkGLcall("glUniformMatrix3fv");
1096 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1097 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1099 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1100 struct wined3d_matrix mat
;
1102 if (tex
>= MAX_TEXTURES
)
1104 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1107 get_texture_matrix(context
, state
, tex
, &mat
);
1108 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1109 checkGLcall("glUniformMatrix4fv");
1112 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1113 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1115 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1117 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1119 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1120 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1124 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1126 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1128 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1129 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1130 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1131 checkGLcall("setting FFP material uniforms");
1134 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1135 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1137 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1140 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
1141 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, col
));
1142 checkGLcall("glUniform3fv");
1145 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1146 const struct wined3d_matrix
*src2
)
1148 struct wined3d_vec4 temp
;
1150 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1151 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1152 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1153 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1158 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1159 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1161 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1162 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1163 struct wined3d_vec4 vec4
;
1164 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1169 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1170 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1171 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1173 switch (light_info
->OriginalParms
.type
)
1175 case WINED3D_LIGHT_POINT
:
1176 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1177 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1178 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1179 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1180 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1181 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1184 case WINED3D_LIGHT_SPOT
:
1185 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1186 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1188 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1189 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1191 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1192 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1193 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1194 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1195 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1196 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1197 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1200 case WINED3D_LIGHT_DIRECTIONAL
:
1201 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1202 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1205 case WINED3D_LIGHT_PARALLELPOINT
:
1206 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1207 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1211 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1213 checkGLcall("setting FFP lights uniforms");
1216 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1217 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1219 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1223 get_pointsize_minmax(context
, state
, &min
, &max
);
1225 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1226 checkGLcall("glUniform1f");
1227 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1228 checkGLcall("glUniform1f");
1230 get_pointsize(context
, state
, &size
, att
);
1232 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1233 checkGLcall("glUniform1f");
1234 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1235 checkGLcall("glUniform1f");
1236 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1237 checkGLcall("glUniform1f");
1238 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1239 checkGLcall("glUniform1f");
1242 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1243 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1245 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1246 float start
, end
, scale
;
1254 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1255 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, col
));
1256 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1257 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1258 get_fog_start_end(context
, state
, &start
, &end
);
1259 scale
= 1.0f
/ (end
- start
);
1260 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1261 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1262 checkGLcall("fog emulation uniforms");
1265 /* Context activation is done by the caller (state handler). */
1266 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1267 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1269 struct wined3d_color float_key
[2];
1270 const struct wined3d_texture
*texture
= state
->textures
[0];
1272 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1273 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1276 /* Context activation is done by the caller (state handler). */
1277 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1278 const struct wined3d_state
*state
)
1280 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1281 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1282 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1283 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1284 struct shader_glsl_priv
*priv
= shader_priv
;
1285 float position_fixup
[4];
1286 DWORD update_mask
= 0;
1288 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1289 UINT constant_version
;
1293 /* No GLSL program set - nothing to do. */
1296 constant_version
= prog
->constant_version
;
1297 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1299 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1300 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1301 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1303 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1304 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1305 vshader
->reg_maps
.integer_constants
);
1307 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1308 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1309 vshader
->reg_maps
.boolean_constants
);
1311 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1312 shader_glsl_pointsize_uniform(context
, state
, prog
);
1314 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1316 shader_get_position_fixup(context
, state
, position_fixup
);
1317 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1318 checkGLcall("glUniform4fv");
1321 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1323 struct wined3d_matrix mat
;
1325 get_modelview_matrix(context
, state
, 0, &mat
);
1326 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1327 checkGLcall("glUniformMatrix4fv");
1329 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1332 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1334 struct wined3d_matrix mat
;
1336 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1338 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1341 get_modelview_matrix(context
, state
, i
, &mat
);
1342 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1343 checkGLcall("glUniformMatrix4fv");
1347 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1349 struct wined3d_matrix projection
;
1351 get_projection_matrix(context
, state
, &projection
);
1352 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1353 checkGLcall("glUniformMatrix4fv");
1356 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1358 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1359 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1362 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1363 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1365 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1367 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1368 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1369 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1372 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1373 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1374 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1376 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1377 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1378 pshader
->reg_maps
.integer_constants
);
1380 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1381 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1382 pshader
->reg_maps
.boolean_constants
);
1384 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1386 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1388 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1391 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1392 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1394 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1396 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1397 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1398 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1399 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1403 checkGLcall("bump env uniforms");
1406 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1408 float correction_params
[] =
1410 /* position is window relative, not viewport relative */
1411 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1412 context
->render_offscreen
? 1.0f
: -1.0f
,
1417 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1420 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1421 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1422 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1423 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1425 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1429 if (prog
->ps
.tex_factor_location
!= -1)
1431 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
1432 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
1435 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1436 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1438 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1440 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1442 if (prog
->ps
.tss_constant_location
[i
] == -1)
1445 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
1446 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
1449 checkGLcall("fixed function uniforms");
1452 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1453 shader_glsl_load_fog_uniform(context
, state
, prog
);
1455 if (priv
->next_constant_version
== UINT_MAX
)
1457 TRACE("Max constant version reached, resetting to 0.\n");
1458 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1459 priv
->next_constant_version
= 1;
1463 prog
->constant_version
= priv
->next_constant_version
++;
1467 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1469 struct constant_entry
*entries
= heap
->entries
;
1470 unsigned int *positions
= heap
->positions
;
1471 unsigned int heap_idx
, parent_idx
;
1473 if (!heap
->contained
[idx
])
1475 heap_idx
= heap
->size
++;
1476 heap
->contained
[idx
] = TRUE
;
1480 heap_idx
= positions
[idx
];
1483 while (heap_idx
> 1)
1485 parent_idx
= heap_idx
>> 1;
1487 if (new_version
<= entries
[parent_idx
].version
) break;
1489 entries
[heap_idx
] = entries
[parent_idx
];
1490 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1491 heap_idx
= parent_idx
;
1494 entries
[heap_idx
].version
= new_version
;
1495 entries
[heap_idx
].idx
= idx
;
1496 positions
[idx
] = heap_idx
;
1499 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1501 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1502 struct constant_heap
*heap
= &priv
->vconst_heap
;
1505 for (i
= start
; i
< count
+ start
; ++i
)
1507 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1510 for (i
= 0; i
< device
->context_count
; ++i
)
1512 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1516 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1518 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1519 struct constant_heap
*heap
= &priv
->pconst_heap
;
1522 for (i
= start
; i
< count
+ start
; ++i
)
1524 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1527 for (i
= 0; i
< device
->context_count
; ++i
)
1529 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1533 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1535 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1536 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1537 if(shader_major
> 3) return ret
;
1539 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1540 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1544 /** Generate the variable & register declarations for the GLSL output target */
1545 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1546 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1547 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1549 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1550 const struct wined3d_state
*state
= &shader
->device
->state
;
1551 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1552 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1553 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1554 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1555 unsigned int i
, extra_constants_needed
= 0;
1556 const struct wined3d_shader_lconst
*lconst
;
1560 prefix
= shader_glsl_get_prefix(version
->type
);
1562 /* Prototype the subroutines */
1563 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1565 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1568 /* Declare the constants (aka uniforms) */
1569 if (shader
->limits
->constant_float
> 0)
1571 unsigned max_constantsF
;
1573 /* Unless the shader uses indirect addressing, always declare the
1574 * maximum array size and ignore that we need some uniforms privately.
1575 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1576 * and immediate values, still declare VC[256]. If the shader needs
1577 * more uniforms than we have it won't work in any case. If it uses
1578 * less, the compiler will figure out which uniforms are really used
1579 * and strip them out. This allows a shader to use c255 on a dx9 card,
1580 * as long as it doesn't also use all the other constants.
1582 * If the shader uses indirect addressing the compiler must assume
1583 * that all declared uniforms are used. In this case, declare only the
1584 * amount that we're assured to have.
1586 * Thus we run into problems in these two cases:
1587 * 1) The shader really uses more uniforms than supported.
1588 * 2) The shader uses indirect addressing, less constants than
1589 * supported, but uses a constant index > #supported consts. */
1590 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1592 /* No indirect addressing here. */
1593 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1597 if (reg_maps
->usesrelconstF
)
1599 /* Subtract the other potential uniforms from the max
1600 * available (bools, ints, and 1 row of projection matrix).
1601 * Subtract another uniform for immediate values, which have
1602 * to be loaded via uniform by the driver as well. The shader
1603 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1604 * shader code, so one vec4 should be enough. (Unfortunately
1605 * the Nvidia driver doesn't store 128 and -128 in one float).
1607 * Writing gl_ClipVertex requires one uniform for each
1608 * clipplane as well. */
1609 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1610 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1612 max_constantsF
-= gl_info
->limits
.clipplanes
;
1614 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1615 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1616 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1617 * for now take this into account when calculating the number of available constants
1619 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1620 /* Set by driver quirks in directx.c */
1621 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1623 if (max_constantsF
< shader
->limits
->constant_float
)
1625 static unsigned int once
;
1628 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1629 " it may not render correctly.\n");
1631 WARN("The hardware does not support enough uniform components to run this shader.\n");
1636 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1639 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1640 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1643 /* Always declare the full set of constants, the compiler can remove the
1644 * unused ones because d3d doesn't (yet) support indirect int and bool
1645 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1646 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1647 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1649 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1650 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1652 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1654 if (reg_maps
->cb_sizes
[i
])
1655 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1656 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1659 /* Declare texture samplers */
1660 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1662 struct wined3d_shader_sampler_map_entry
*entry
;
1663 BOOL shadow_sampler
, tex_rect
;
1664 const char *sampler_type
;
1666 entry
= ®_maps
->sampler_map
.entries
[i
];
1668 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1670 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1674 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << entry
->sampler_idx
));
1675 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1677 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1679 sampler_type
= "sampler1DShadow";
1681 sampler_type
= "sampler1D";
1684 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1685 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1686 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1687 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1691 sampler_type
= "sampler2DRectShadow";
1693 sampler_type
= "sampler2DShadow";
1698 sampler_type
= "sampler2DRect";
1700 sampler_type
= "sampler2D";
1704 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1706 FIXME("Unsupported 3D shadow sampler.\n");
1707 sampler_type
= "sampler3D";
1710 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1712 FIXME("Unsupported Cube shadow sampler.\n");
1713 sampler_type
= "samplerCube";
1717 sampler_type
= "unsupported_sampler";
1718 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1721 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1724 /* Declare uniforms for NP2 texcoord fixup:
1725 * This is NOT done inside the loop that declares the texture samplers
1726 * since the NP2 fixup code is currently only used for the GeforceFX
1727 * series and when forcing the ARB_npot extension off. Modern cards just
1728 * skip the code anyway, so put it inside a separate loop. */
1729 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1731 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1734 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1735 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1736 * samplerNP2Fixup stores texture dimensions and is updated through
1737 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1739 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1741 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
1744 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1746 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1750 fixup
->idx
[i
] = cur
++;
1753 fixup
->num_consts
= (cur
+ 1) >> 1;
1754 fixup
->active
= ps_args
->np2_fixup
;
1755 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1758 /* Declare address variables */
1759 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1761 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1764 /* Declare texture coordinate temporaries and initialize them */
1765 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1767 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1770 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1772 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1774 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1775 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1776 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1777 prefix
, e
->register_idx
);
1779 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1782 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1784 shader_addline(buffer
, "uniform struct\n{\n");
1785 shader_addline(buffer
, " float size;\n");
1786 shader_addline(buffer
, " float size_min;\n");
1787 shader_addline(buffer
, " float size_max;\n");
1788 shader_addline(buffer
, "} ffp_point;\n");
1791 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1792 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1794 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1796 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1798 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1800 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
1802 shader_addline(buffer
, "uniform struct\n{\n");
1803 shader_addline(buffer
, " vec4 color;\n");
1804 shader_addline(buffer
, " float density;\n");
1805 shader_addline(buffer
, " float end;\n");
1806 shader_addline(buffer
, " float scale;\n");
1807 shader_addline(buffer
, "} ffp_fog;\n");
1810 if (version
->major
>= 3)
1812 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1815 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1816 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1819 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1824 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1826 if (reg_maps
->luminanceparams
& (1u << i
))
1828 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1829 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1830 extra_constants_needed
++;
1833 extra_constants_needed
++;
1836 if (ps_args
->srgb_correction
)
1838 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1839 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1840 shader_addline(buffer
, ";\n");
1841 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1842 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1843 shader_addline(buffer
, ";\n");
1845 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1847 if (shader
->limits
->constant_float
+ extra_constants_needed
1848 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1850 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1851 extra_constants_needed
++;
1855 float ycorrection
[] =
1857 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1858 context
->render_offscreen
? 1.0f
: -1.0f
,
1863 /* This happens because we do not have proper tracking of the
1864 * constant registers that are actually used, only the max
1865 * limit of the shader version. */
1866 FIXME("Cannot find a free uniform for vpos correction params\n");
1867 shader_addline(buffer
, "const vec4 ycorrection = ");
1868 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1869 shader_addline(buffer
, ";\n");
1871 shader_addline(buffer
, "vec4 vpos;\n");
1875 /* Declare output register temporaries */
1876 if (shader
->limits
->packed_output
)
1877 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1879 /* Declare temporary variables */
1880 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1882 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1885 /* Declare loop registers aLx */
1886 if (version
->major
< 4)
1888 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1890 shader_addline(buffer
, "int aL%u;\n", i
);
1891 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1895 /* Temporary variables for matrix operations */
1896 shader_addline(buffer
, "vec4 tmp0;\n");
1897 shader_addline(buffer
, "vec4 tmp1;\n");
1899 if (!shader
->load_local_constsF
)
1901 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1903 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1904 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1905 shader_addline(buffer
, ";\n");
1909 /* Start the main program. */
1910 shader_addline(buffer
, "void main()\n{\n");
1912 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1913 * add approximately 0.5. This causes off-by-one problems as spotted by
1914 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1915 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1916 * causes precision troubles when we just subtract 0.5.
1918 * To deal with that, just floor() the position. This will eliminate the
1919 * fraction on all cards.
1921 * TODO: Test how this behaves with multisampling.
1923 * An advantage of floor is that it works even if the driver doesn't add
1924 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1925 * to return in gl_FragCoord, even though coordinates specify the pixel
1926 * centers instead of the pixel corners. This code will behave correctly
1927 * on drivers that returns integer values. */
1928 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1930 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
1931 shader_addline(buffer
,
1932 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1934 shader_addline(buffer
,
1935 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
1939 /*****************************************************************************
1940 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1942 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1943 ****************************************************************************/
1946 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1947 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1949 /** Used for opcode modifiers - They multiply the result by the specified amount */
1950 static const char * const shift_glsl_tab
[] = {
1952 "2.0 * ", /* 1 (x2) */
1953 "4.0 * ", /* 2 (x4) */
1954 "8.0 * ", /* 3 (x8) */
1955 "16.0 * ", /* 4 (x16) */
1956 "32.0 * ", /* 5 (x32) */
1963 "0.0625 * ", /* 12 (d16) */
1964 "0.125 * ", /* 13 (d8) */
1965 "0.25 * ", /* 14 (d4) */
1966 "0.5 * " /* 15 (d2) */
1969 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1970 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1971 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1975 switch (src_modifier
)
1977 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1978 case WINED3DSPSM_DW
:
1979 case WINED3DSPSM_NONE
:
1980 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1982 case WINED3DSPSM_NEG
:
1983 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1985 case WINED3DSPSM_NOT
:
1986 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1988 case WINED3DSPSM_BIAS
:
1989 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1991 case WINED3DSPSM_BIASNEG
:
1992 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1994 case WINED3DSPSM_SIGN
:
1995 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1997 case WINED3DSPSM_SIGNNEG
:
1998 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2000 case WINED3DSPSM_COMP
:
2001 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2003 case WINED3DSPSM_X2
:
2004 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2006 case WINED3DSPSM_X2NEG
:
2007 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2009 case WINED3DSPSM_ABS
:
2010 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2012 case WINED3DSPSM_ABSNEG
:
2013 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2016 FIXME("Unhandled modifier %u\n", src_modifier
);
2017 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2021 /** Writes the GLSL variable name that corresponds to the register that the
2022 * DX opcode parameter is trying to access */
2023 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2024 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2026 /* oPos, oFog and oPts in D3D */
2027 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2029 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2030 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2031 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2032 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2033 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2034 struct glsl_src_param rel_param0
, rel_param1
;
2035 char imm_str
[4][17];
2037 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2038 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2039 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2040 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2045 case WINED3DSPR_TEMP
:
2046 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2049 case WINED3DSPR_INPUT
:
2050 /* vertex shaders */
2051 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2053 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2054 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2056 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2060 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2062 if (reg
->idx
[0].rel_addr
)
2064 if (reg
->idx
[1].rel_addr
)
2065 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
2066 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2068 sprintf(register_name
, "gs_in[%s + %u][%u]",
2069 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2071 else if (reg
->idx
[1].rel_addr
)
2072 sprintf(register_name
, "gs_in[%u][%s + %u]",
2073 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2075 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2079 /* pixel shaders >= 3.0 */
2080 if (version
->major
>= 3)
2082 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2083 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2085 if (reg
->idx
[0].rel_addr
)
2087 /* Removing a + 0 would be an obvious optimization, but
2088 * OS X doesn't see the NOP operation there. */
2091 if (shader
->u
.ps
.declared_in_count
> in_count
)
2093 sprintf(register_name
,
2094 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2095 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2096 prefix
, rel_param0
.param_str
, idx
);
2100 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2105 if (shader
->u
.ps
.declared_in_count
> in_count
)
2107 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2108 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2109 prefix
, rel_param0
.param_str
);
2113 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2119 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2120 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2121 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2126 if (!reg
->idx
[0].offset
)
2127 strcpy(register_name
, "gl_Color");
2129 strcpy(register_name
, "gl_SecondaryColor");
2134 case WINED3DSPR_CONST
:
2136 /* Relative addressing */
2137 if (reg
->idx
[0].rel_addr
)
2139 if (reg
->idx
[0].offset
)
2140 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2142 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2146 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2147 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2149 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2154 case WINED3DSPR_CONSTINT
:
2155 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2158 case WINED3DSPR_CONSTBOOL
:
2159 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2162 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2163 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2164 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2166 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2169 case WINED3DSPR_LOOP
:
2170 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2173 case WINED3DSPR_SAMPLER
:
2174 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2177 case WINED3DSPR_COLOROUT
:
2178 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2179 WARN("Write to render target %u, only %d supported.\n",
2180 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2182 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2185 case WINED3DSPR_RASTOUT
:
2186 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2189 case WINED3DSPR_DEPTHOUT
:
2190 sprintf(register_name
, "gl_FragDepth");
2193 case WINED3DSPR_ATTROUT
:
2194 if (!reg
->idx
[0].offset
)
2195 sprintf(register_name
, "%s_out[8]", prefix
);
2197 sprintf(register_name
, "%s_out[9]", prefix
);
2200 case WINED3DSPR_TEXCRDOUT
:
2201 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2202 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2205 case WINED3DSPR_MISCTYPE
:
2206 if (!reg
->idx
[0].offset
)
2209 sprintf(register_name
, "vpos");
2211 else if (reg
->idx
[0].offset
== 1)
2213 /* Note that gl_FrontFacing is a bool, while vFace is
2214 * a float for which the sign determines front/back */
2215 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2219 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2220 sprintf(register_name
, "unrecognized_register");
2224 case WINED3DSPR_IMMCONST
:
2225 switch (reg
->immconst_type
)
2227 case WINED3D_IMMCONST_SCALAR
:
2228 switch (reg
->data_type
)
2230 case WINED3D_DATA_FLOAT
:
2231 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2233 case WINED3D_DATA_INT
:
2234 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2236 case WINED3D_DATA_RESOURCE
:
2237 case WINED3D_DATA_SAMPLER
:
2238 case WINED3D_DATA_UINT
:
2239 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2242 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2247 case WINED3D_IMMCONST_VEC4
:
2248 switch (reg
->data_type
)
2250 case WINED3D_DATA_FLOAT
:
2251 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2252 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2253 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2254 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2255 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2256 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2258 case WINED3D_DATA_INT
:
2259 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2260 reg
->immconst_data
[0], reg
->immconst_data
[1],
2261 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2263 case WINED3D_DATA_RESOURCE
:
2264 case WINED3D_DATA_SAMPLER
:
2265 case WINED3D_DATA_UINT
:
2266 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2267 reg
->immconst_data
[0], reg
->immconst_data
[1],
2268 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2271 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2277 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2278 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2282 case WINED3DSPR_CONSTBUFFER
:
2283 if (reg
->idx
[1].rel_addr
)
2284 sprintf(register_name
, "%s_cb%u[%s + %u]",
2285 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2287 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2290 case WINED3DSPR_PRIMID
:
2291 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2295 FIXME("Unhandled register type %#x.\n", reg
->type
);
2296 sprintf(register_name
, "unrecognized_register");
2301 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2304 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2305 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2306 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2307 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2311 /* Get the GLSL write mask for the destination register */
2312 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2314 DWORD mask
= param
->write_mask
;
2316 if (shader_is_scalar(¶m
->reg
))
2318 mask
= WINED3DSP_WRITEMASK_0
;
2323 shader_glsl_write_mask_to_str(mask
, write_mask
);
2329 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2330 unsigned int size
= 0;
2332 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2333 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2334 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2335 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2340 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2342 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2343 * but addressed as "rgba". To fix this we need to swap the register's x
2344 * and z components. */
2345 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2348 /* swizzle bits fields: wwzzyyxx */
2349 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2350 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2351 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2352 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2356 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2357 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2359 if (shader_is_scalar(¶m
->reg
))
2360 *swizzle_str
= '\0';
2362 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2365 /* From a given parameter token, generate the corresponding GLSL string.
2366 * Also, return the actual register name and swizzle in case the
2367 * caller needs this information as well. */
2368 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2369 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2371 BOOL is_color
= FALSE
;
2372 char swizzle_str
[6];
2374 glsl_src
->reg_name
[0] = '\0';
2375 glsl_src
->param_str
[0] = '\0';
2376 swizzle_str
[0] = '\0';
2378 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2379 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2381 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2383 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2389 switch (wined3d_src
->reg
.data_type
)
2391 case WINED3D_DATA_FLOAT
:
2392 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2394 case WINED3D_DATA_INT
:
2395 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2397 case WINED3D_DATA_RESOURCE
:
2398 case WINED3D_DATA_SAMPLER
:
2399 case WINED3D_DATA_UINT
:
2400 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2403 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2404 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2408 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2412 /* From a given parameter token, generate the corresponding GLSL string.
2413 * Also, return the actual register name and swizzle in case the
2414 * caller needs this information as well. */
2415 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2416 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2418 BOOL is_color
= FALSE
;
2420 glsl_dst
->mask_str
[0] = '\0';
2421 glsl_dst
->reg_name
[0] = '\0';
2423 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2424 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2427 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2428 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2429 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2430 enum wined3d_data_type data_type
)
2432 struct glsl_dst_param glsl_dst
;
2435 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2439 case WINED3D_DATA_FLOAT
:
2440 shader_addline(buffer
, "%s%s = %s(",
2441 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2443 case WINED3D_DATA_INT
:
2444 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2445 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2447 case WINED3D_DATA_RESOURCE
:
2448 case WINED3D_DATA_SAMPLER
:
2449 case WINED3D_DATA_UINT
:
2450 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2451 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2454 FIXME("Unhandled data type %#x.\n", data_type
);
2455 shader_addline(buffer
, "%s%s = %s(",
2456 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2464 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2465 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2467 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2470 /** Process GLSL instruction modifiers */
2471 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2473 struct glsl_dst_param dst_param
;
2476 if (!ins
->dst_count
) return;
2478 modifiers
= ins
->dst
[0].modifiers
;
2479 if (!modifiers
) return;
2481 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2483 if (modifiers
& WINED3DSPDM_SATURATE
)
2485 /* _SAT means to clamp the value of the register to between 0 and 1 */
2486 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2487 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2490 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2492 FIXME("_centroid modifier not handled\n");
2495 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2497 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2501 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2505 case WINED3D_SHADER_REL_OP_GT
: return ">";
2506 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2507 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2508 case WINED3D_SHADER_REL_OP_LT
: return "<";
2509 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2510 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2512 FIXME("Unrecognized operator %#x.\n", op
);
2517 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2518 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2522 unsigned int coord_size
;
2523 const char *type_part
;
2527 {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2528 {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2529 {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2530 {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2531 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2532 {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2533 {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2534 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2535 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2536 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2538 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2539 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2540 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2541 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2542 && (priv
->cur_ps_args
->shadow
& (1u << resource_idx
));
2543 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2544 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2545 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2546 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2547 const char *base
= "texture", *type_part
= "", *suffix
= "";
2548 unsigned int coord_size
;
2550 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2552 if (resource_type
>= ARRAY_SIZE(resource_types
))
2554 ERR("Unexpected resource type %#x.\n", resource_type
);
2555 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2558 /* Note that there's no such thing as a projected cube texture. */
2559 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2565 type_part
= resource_types
[resource_type
].type_part
;
2566 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2567 type_part
= "2DRect";
2569 FIXME("Unhandled resource type %#x.\n", resource_type
);
2571 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2573 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2576 FIXME("Unsupported grad function.\n");
2579 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2580 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2581 lod
? "Lod" : grad
? "Grad" : "", suffix
);
2583 coord_size
= resource_types
[resource_type
].coord_size
;
2586 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2589 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2590 struct glsl_sample_function
*sample_function
)
2592 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2594 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2597 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2598 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2600 switch(channel_source
)
2602 case CHANNEL_SOURCE_ZERO
:
2603 strcat(arguments
, "0.0");
2606 case CHANNEL_SOURCE_ONE
:
2607 strcat(arguments
, "1.0");
2610 case CHANNEL_SOURCE_X
:
2611 strcat(arguments
, reg_name
);
2612 strcat(arguments
, ".x");
2615 case CHANNEL_SOURCE_Y
:
2616 strcat(arguments
, reg_name
);
2617 strcat(arguments
, ".y");
2620 case CHANNEL_SOURCE_Z
:
2621 strcat(arguments
, reg_name
);
2622 strcat(arguments
, ".z");
2625 case CHANNEL_SOURCE_W
:
2626 strcat(arguments
, reg_name
);
2627 strcat(arguments
, ".w");
2631 FIXME("Unhandled channel source %#x\n", channel_source
);
2632 strcat(arguments
, "undefined");
2636 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2639 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2640 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2642 unsigned int mask_size
, remaining
;
2643 DWORD fixup_mask
= 0;
2644 char arguments
[256];
2647 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2648 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2649 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2650 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2651 if (!(mask
&= fixup_mask
))
2654 if (is_complex_fixup(fixup
))
2656 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2657 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2661 shader_glsl_write_mask_to_str(mask
, mask_str
);
2662 mask_size
= shader_glsl_get_write_mask_size(mask
);
2664 arguments
[0] = '\0';
2665 remaining
= mask_size
;
2666 if (mask
& WINED3DSP_WRITEMASK_0
)
2668 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2669 if (--remaining
) strcat(arguments
, ", ");
2671 if (mask
& WINED3DSP_WRITEMASK_1
)
2673 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2674 if (--remaining
) strcat(arguments
, ", ");
2676 if (mask
& WINED3DSP_WRITEMASK_2
)
2678 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2679 if (--remaining
) strcat(arguments
, ", ");
2681 if (mask
& WINED3DSP_WRITEMASK_3
)
2683 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2684 if (--remaining
) strcat(arguments
, ", ");
2688 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2690 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2693 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2698 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2699 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2702 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2703 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2704 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2706 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2707 char dst_swizzle
[6];
2708 struct color_fixup_desc fixup
;
2709 BOOL np2_fixup
= FALSE
;
2713 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2715 /* FIXME: We currently don't support fixups for vertex shaders or anything
2716 * above SM3. Note that for SM4+ the sampler index doesn't have to match
2717 * the resource index. */
2718 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2720 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2721 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2723 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler
))
2728 fixup
= COLOR_FIXUP_IDENTITY
;
2731 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2733 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2734 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler
);
2738 va_start(args
, coord_reg_fmt
);
2739 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2743 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2749 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2750 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2752 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
2755 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2756 idx
>> 1, (idx
% 2) ? "z" : "x");
2759 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2760 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2763 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
2764 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2767 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
2768 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2773 shader_addline(ins
->ctx
->buffer
, ", %s, %s)", dx
, dy
);
2775 shader_addline(ins
->ctx
->buffer
, ", %s)", bias
);
2777 shader_addline(ins
->ctx
->buffer
, ")");
2779 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
2781 if (!is_identity_fixup(fixup
))
2782 shader_glsl_color_correction(ins
, fixup
);
2785 /*****************************************************************************
2786 * Begin processing individual instruction opcodes
2787 ****************************************************************************/
2789 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2791 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2792 struct glsl_src_param src0_param
;
2793 struct glsl_src_param src1_param
;
2797 /* Determine the GLSL operator to use based on the opcode */
2798 switch (ins
->handler_idx
)
2800 case WINED3DSIH_ADD
: op
= "+"; break;
2801 case WINED3DSIH_AND
: op
= "&"; break;
2802 case WINED3DSIH_DIV
: op
= "/"; break;
2803 case WINED3DSIH_IADD
: op
= "+"; break;
2804 case WINED3DSIH_ISHL
: op
= "<<"; break;
2805 case WINED3DSIH_MUL
: op
= "*"; break;
2806 case WINED3DSIH_OR
: op
= "|"; break;
2807 case WINED3DSIH_SUB
: op
= "-"; break;
2808 case WINED3DSIH_USHR
: op
= ">>"; break;
2809 case WINED3DSIH_XOR
: op
= "^"; break;
2811 op
= "<unhandled operator>";
2812 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2816 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2817 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2818 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2819 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2822 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2824 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2825 struct glsl_src_param src0_param
;
2826 struct glsl_src_param src1_param
;
2827 unsigned int mask_size
;
2831 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2832 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2833 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2834 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2838 switch (ins
->handler_idx
)
2840 case WINED3DSIH_EQ
: op
= "equal"; break;
2841 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2842 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2843 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2844 case WINED3DSIH_LT
: op
= "lessThan"; break;
2845 case WINED3DSIH_NE
: op
= "notEqual"; break;
2847 op
= "<unhandled operator>";
2848 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2852 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2853 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2857 switch (ins
->handler_idx
)
2859 case WINED3DSIH_EQ
: op
= "=="; break;
2860 case WINED3DSIH_GE
: op
= ">="; break;
2861 case WINED3DSIH_IGE
: op
= ">="; break;
2862 case WINED3DSIH_UGE
: op
= ">="; break;
2863 case WINED3DSIH_LT
: op
= "<"; break;
2864 case WINED3DSIH_NE
: op
= "!="; break;
2866 op
= "<unhandled operator>";
2867 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2871 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2872 src0_param
.param_str
, op
, src1_param
.param_str
);
2876 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2878 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2879 struct glsl_src_param src0_param
;
2880 struct glsl_src_param src1_param
;
2883 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2884 * not, we can emulate it. */
2885 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2886 FIXME("64-bit integer multiplies not implemented.\n");
2888 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2890 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2891 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2892 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2894 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2895 src0_param
.param_str
, src1_param
.param_str
);
2899 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2901 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2902 struct glsl_src_param src0_param
, src1_param
;
2905 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2908 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2912 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2913 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2914 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2915 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2916 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2918 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2919 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2920 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2921 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2923 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2924 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2928 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2929 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2930 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2931 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2934 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2936 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2937 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2938 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2939 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2943 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2944 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2946 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2947 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2948 struct glsl_src_param src0_param
;
2951 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2952 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2954 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2955 * shader versions WINED3DSIO_MOVA is used for this. */
2956 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2957 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2958 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2960 /* This is a simple floor() */
2961 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2962 if (mask_size
> 1) {
2963 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2965 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2968 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2970 /* We need to *round* to the nearest int here. */
2971 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2973 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2976 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2978 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2983 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2984 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2986 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2987 src0_param
.param_str
, src0_param
.param_str
);
2992 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2996 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2997 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2999 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3000 struct glsl_src_param src0_param
;
3001 struct glsl_src_param src1_param
;
3002 DWORD dst_write_mask
, src_write_mask
;
3003 unsigned int dst_size
= 0;
3005 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3006 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3008 /* dp4 works on vec4, dp3 on vec3, etc. */
3009 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3010 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3011 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3012 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3014 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3016 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3017 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3020 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3022 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3026 /* Note that this instruction has some restrictions. The destination write mask
3027 * can't contain the w component, and the source swizzles have to be .xyzw */
3028 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3030 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3031 struct glsl_src_param src0_param
;
3032 struct glsl_src_param src1_param
;
3035 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3036 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3037 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3038 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3039 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3042 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3044 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3047 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3048 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3049 * GLSL uses the value as-is. */
3050 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3052 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3053 struct glsl_src_param src0_param
;
3054 struct glsl_src_param src1_param
;
3055 DWORD dst_write_mask
;
3056 unsigned int dst_size
;
3058 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3059 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3061 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3062 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3066 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3067 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3071 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3072 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3076 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3077 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3079 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3080 struct glsl_src_param src_param
;
3081 const char *instruction
;
3085 /* Determine the GLSL function to use based on the opcode */
3086 /* TODO: Possibly make this a table for faster lookups */
3087 switch (ins
->handler_idx
)
3089 case WINED3DSIH_MIN
: instruction
= "min"; break;
3090 case WINED3DSIH_MAX
: instruction
= "max"; break;
3091 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3092 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3093 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3094 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3095 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3096 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3097 default: instruction
= "";
3098 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
3102 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3104 shader_addline(buffer
, "%s(", instruction
);
3108 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3109 shader_addline(buffer
, "%s", src_param
.param_str
);
3110 for (i
= 1; i
< ins
->src_count
; ++i
)
3112 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3113 shader_addline(buffer
, ", %s", src_param
.param_str
);
3117 shader_addline(buffer
, "));\n");
3120 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3122 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3124 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3125 struct glsl_src_param src_param
;
3126 unsigned int mask_size
;
3130 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3131 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3132 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3134 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3135 src_param
.param_str
, src_param
.param_str
);
3136 shader_glsl_append_dst(buffer
, ins
);
3140 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3141 mask_size
, src_param
.param_str
);
3145 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3146 src_param
.param_str
);
3150 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3152 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3153 struct glsl_src_param src0_param
;
3154 const char *prefix
, *suffix
;
3155 unsigned int dst_size
;
3156 DWORD dst_write_mask
;
3158 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3159 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3161 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
3163 switch (ins
->handler_idx
)
3165 case WINED3DSIH_EXP
:
3166 case WINED3DSIH_EXPP
:
3171 case WINED3DSIH_LOG
:
3172 case WINED3DSIH_LOGP
:
3173 prefix
= "log2(abs(";
3177 case WINED3DSIH_RCP
:
3182 case WINED3DSIH_RSQ
:
3183 prefix
= "inversesqrt(abs(";
3190 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3195 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3197 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3200 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3201 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3202 * dst.x = 2^(floor(src))
3203 * dst.y = src - floor(src)
3204 * dst.z = 2^src (partial precision is allowed, but optional)
3206 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3207 * dst = 2^src; (partial precision is allowed, but optional)
3209 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3211 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3213 struct glsl_src_param src_param
;
3216 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3218 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3219 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3220 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3221 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3223 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3224 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3225 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3229 shader_glsl_scalar_op(ins
);
3232 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3234 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3235 struct glsl_src_param src_param
;
3236 unsigned int mask_size
;
3239 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3240 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3241 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3244 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
3246 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
3249 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3251 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3252 struct glsl_src_param src_param
;
3253 unsigned int mask_size
;
3256 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3257 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3258 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3261 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
3263 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
3266 /** Process signed comparison opcodes in GLSL. */
3267 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3269 struct glsl_src_param src0_param
;
3270 struct glsl_src_param src1_param
;
3272 unsigned int mask_size
;
3274 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3275 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3276 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3277 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3279 if (mask_size
> 1) {
3280 const char *compare
;
3282 switch(ins
->handler_idx
)
3284 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3285 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3286 default: compare
= "";
3287 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3290 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3291 src0_param
.param_str
, src1_param
.param_str
);
3293 switch(ins
->handler_idx
)
3295 case WINED3DSIH_SLT
:
3296 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3297 * to return 0.0 but step returns 1.0 because step is not < x
3298 * An alternative is a bvec compare padded with an unused second component.
3299 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3300 * issue. Playing with not() is not possible either because not() does not accept
3303 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3304 src0_param
.param_str
, src1_param
.param_str
);
3306 case WINED3DSIH_SGE
:
3307 /* Here we can use the step() function and safe a conditional */
3308 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3311 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3317 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3319 const char *condition_prefix
, *condition_suffix
;
3320 struct wined3d_shader_dst_param dst
;
3321 struct glsl_src_param src0_param
;
3322 struct glsl_src_param src1_param
;
3323 struct glsl_src_param src2_param
;
3324 BOOL temp_destination
= FALSE
;
3325 DWORD cmp_channel
= 0;
3330 switch (ins
->handler_idx
)
3332 case WINED3DSIH_CMP
:
3333 condition_prefix
= "";
3334 condition_suffix
= " >= 0.0";
3337 case WINED3DSIH_CND
:
3338 condition_prefix
= "";
3339 condition_suffix
= " > 0.5";
3342 case WINED3DSIH_MOVC
:
3343 condition_prefix
= "bool(";
3344 condition_suffix
= ")";
3348 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3349 condition_prefix
= "<unhandled prefix>";
3350 condition_suffix
= "<unhandled suffix>";
3354 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3356 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3357 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3358 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3359 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3361 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3362 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3363 src1_param
.param_str
, src2_param
.param_str
);
3369 /* Splitting the instruction up in multiple lines imposes a problem:
3370 * The first lines may overwrite source parameters of the following lines.
3371 * Deal with that by using a temporary destination register if needed. */
3372 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3373 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3374 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3375 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3376 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3377 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3378 temp_destination
= TRUE
;
3380 /* Cycle through all source0 channels. */
3381 for (i
= 0; i
< 4; ++i
)
3384 /* Find the destination channels which use the current source0 channel. */
3385 for (j
= 0; j
< 4; ++j
)
3387 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3389 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3390 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3393 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3395 if (temp_destination
)
3397 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3399 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3401 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3404 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3405 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3406 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3408 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3409 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3410 src1_param
.param_str
, src2_param
.param_str
);
3413 if (temp_destination
)
3415 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3416 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3417 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3421 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3422 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3423 * the compare is done per component of src0. */
3424 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3426 struct glsl_src_param src0_param
;
3427 struct glsl_src_param src1_param
;
3428 struct glsl_src_param src2_param
;
3430 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3431 ins
->ctx
->reg_maps
->shader_version
.minor
);
3433 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3435 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3436 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3437 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3438 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3440 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3441 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3443 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3444 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3448 shader_glsl_conditional_move(ins
);
3451 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3452 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3454 struct glsl_src_param src0_param
;
3455 struct glsl_src_param src1_param
;
3456 struct glsl_src_param src2_param
;
3459 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3460 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3461 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3462 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3463 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3464 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3467 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3468 Vertex shaders to GLSL codes */
3469 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3472 int nComponents
= 0;
3473 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3474 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3475 struct wined3d_shader_instruction tmp_ins
;
3477 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3479 /* Set constants for the temporary argument */
3480 tmp_ins
.ctx
= ins
->ctx
;
3481 tmp_ins
.dst_count
= 1;
3482 tmp_ins
.dst
= &tmp_dst
;
3483 tmp_ins
.src_count
= 2;
3484 tmp_ins
.src
= tmp_src
;
3486 switch(ins
->handler_idx
)
3488 case WINED3DSIH_M4x4
:
3490 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3492 case WINED3DSIH_M4x3
:
3494 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3496 case WINED3DSIH_M3x4
:
3498 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3500 case WINED3DSIH_M3x3
:
3502 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3504 case WINED3DSIH_M3x2
:
3506 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3512 tmp_dst
= ins
->dst
[0];
3513 tmp_src
[0] = ins
->src
[0];
3514 tmp_src
[1] = ins
->src
[1];
3515 for (i
= 0; i
< nComponents
; ++i
)
3517 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3518 shader_glsl_dot(&tmp_ins
);
3519 ++tmp_src
[1].reg
.idx
[0].offset
;
3524 The LRP instruction performs a component-wise linear interpolation
3525 between the second and third operands using the first operand as the
3526 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3527 This is equivalent to mix(src2, src1, src0);
3529 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3531 struct glsl_src_param src0_param
;
3532 struct glsl_src_param src1_param
;
3533 struct glsl_src_param src2_param
;
3536 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3538 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3539 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3540 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3542 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3543 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3546 /** Process the WINED3DSIO_LIT instruction in GLSL:
3547 * dst.x = dst.w = 1.0
3548 * dst.y = (src0.x > 0) ? src0.x
3549 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3550 * where src.w is clamped at +- 128
3552 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3554 struct glsl_src_param src0_param
;
3555 struct glsl_src_param src1_param
;
3556 struct glsl_src_param src3_param
;
3559 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3560 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3562 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3563 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3564 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3566 /* The sdk specifies the instruction like this
3568 * if(src.x > 0.0) dst.y = src.x
3570 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3573 * (where power = src.w clamped between -128 and 128)
3575 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3576 * dst.x = 1.0 ... No further explanation needed
3577 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3578 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3579 * dst.w = 1.0. ... Nothing fancy.
3581 * So we still have one conditional in there. So do this:
3582 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3584 * 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),
3585 * 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.
3586 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3588 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3589 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3590 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3592 shader_addline(ins
->ctx
->buffer
,
3593 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3594 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3595 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3596 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3599 /** Process the WINED3DSIO_DST instruction in GLSL:
3601 * dst.y = src0.x * src0.y
3605 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3607 struct glsl_src_param src0y_param
;
3608 struct glsl_src_param src0z_param
;
3609 struct glsl_src_param src1y_param
;
3610 struct glsl_src_param src1w_param
;
3613 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3614 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3616 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3617 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3618 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3619 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3621 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3622 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3625 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3626 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3627 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3629 * dst.x = cos(src0.?)
3630 * dst.y = sin(src0.?)
3634 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3636 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3637 struct glsl_src_param src0_param
;
3640 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3642 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3644 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3647 case WINED3DSP_WRITEMASK_0
:
3648 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3651 case WINED3DSP_WRITEMASK_1
:
3652 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3655 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3656 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3657 src0_param
.param_str
, src0_param
.param_str
);
3661 ERR("Write mask should be .x, .y or .xy\n");
3668 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3671 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3675 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3676 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3677 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3679 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3680 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3681 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3683 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3684 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3688 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3689 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3690 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3693 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3695 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3696 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3697 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3701 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3702 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3703 * generate invalid code
3705 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3707 struct glsl_src_param src0_param
;
3710 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3711 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3713 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3716 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3717 * Start a for() loop where src1.y is the initial value of aL,
3718 * increment aL by src1.z for a total of src1.x iterations.
3719 * Need to use a temporary variable for this operation.
3721 /* FIXME: I don't think nested loops will work correctly this way. */
3722 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3724 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3725 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3726 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3727 const struct wined3d_shader_lconst
*constant
;
3728 struct glsl_src_param src1_param
;
3729 const DWORD
*control_values
= NULL
;
3731 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3733 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3735 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3736 * class hardware doesn't support real varying indexing, but Microsoft
3737 * designed this feature for Shader model 2.x+. If the loop control is
3738 * known at compile time, the GLSL compiler can unroll the loop, and
3739 * replace indirect addressing with direct addressing. */
3740 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3742 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3744 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3746 control_values
= constant
->value
;
3754 struct wined3d_shader_loop_control loop_control
;
3755 loop_control
.count
= control_values
[0];
3756 loop_control
.start
= control_values
[1];
3757 loop_control
.step
= (int)control_values
[2];
3759 if (loop_control
.step
> 0)
3761 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3762 loop_state
->current_depth
, loop_control
.start
,
3763 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3764 loop_state
->current_depth
, loop_control
.step
);
3766 else if (loop_control
.step
< 0)
3768 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3769 loop_state
->current_depth
, loop_control
.start
,
3770 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3771 loop_state
->current_depth
, loop_control
.step
);
3775 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3776 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3777 loop_state
->current_depth
, loop_control
.count
,
3778 loop_state
->current_depth
);
3783 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3784 loop_state
->current_depth
, loop_state
->current_reg
,
3785 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3786 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3789 ++loop_state
->current_reg
;
3793 shader_addline(buffer
, "for (;;)\n{\n");
3796 ++loop_state
->current_depth
;
3799 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3801 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3803 shader_addline(ins
->ctx
->buffer
, "}\n");
3805 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3807 --loop_state
->current_depth
;
3808 --loop_state
->current_reg
;
3811 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3813 --loop_state
->current_depth
;
3817 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3819 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3820 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3821 const struct wined3d_shader_lconst
*constant
;
3822 struct glsl_src_param src0_param
;
3823 const DWORD
*control_values
= NULL
;
3825 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3826 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3828 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3830 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3832 control_values
= constant
->value
;
3840 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3841 loop_state
->current_depth
, loop_state
->current_depth
,
3842 control_values
[0], loop_state
->current_depth
);
3846 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3847 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3848 loop_state
->current_depth
, loop_state
->current_depth
,
3849 src0_param
.param_str
, loop_state
->current_depth
);
3852 ++loop_state
->current_depth
;
3855 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3857 struct glsl_src_param src0_param
;
3859 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3860 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3863 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3865 struct glsl_src_param src0_param
;
3866 struct glsl_src_param src1_param
;
3868 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3869 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3871 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3872 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3875 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3877 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3880 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3882 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3885 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3887 shader_addline(ins
->ctx
->buffer
, "break;\n");
3890 /* FIXME: According to MSDN the compare is done per component. */
3891 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3893 struct glsl_src_param src0_param
;
3894 struct glsl_src_param src1_param
;
3896 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3897 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3899 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3900 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3903 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3905 struct glsl_src_param src_param
;
3907 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3908 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3911 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3913 shader_addline(ins
->ctx
->buffer
, "}\n");
3914 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3917 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3919 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3922 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3924 struct glsl_src_param src1_param
;
3926 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3927 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3928 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3931 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3933 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3934 * function only suppresses the unhandled instruction warning
3938 /*********************************************
3939 * Pixel Shader Specific Code begins here
3940 ********************************************/
3941 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3943 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3944 ins
->ctx
->reg_maps
->shader_version
.minor
);
3945 struct glsl_sample_function sample_function
;
3946 DWORD sample_flags
= 0;
3948 DWORD mask
= 0, swizzle
;
3949 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3951 /* 1.0-1.4: Use destination register as sampler source.
3952 * 2.0+: Use provided sampler source. */
3953 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3954 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3956 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3958 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3960 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3961 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3962 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3964 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3965 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3967 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3968 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3970 case WINED3D_TTFF_COUNT1
:
3971 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3973 case WINED3D_TTFF_COUNT2
:
3974 mask
= WINED3DSP_WRITEMASK_1
;
3976 case WINED3D_TTFF_COUNT3
:
3977 mask
= WINED3DSP_WRITEMASK_2
;
3979 case WINED3D_TTFF_COUNT4
:
3980 case WINED3D_TTFF_DISABLE
:
3981 mask
= WINED3DSP_WRITEMASK_3
;
3986 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3988 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3990 if (src_mod
== WINED3DSPSM_DZ
) {
3991 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3992 mask
= WINED3DSP_WRITEMASK_2
;
3993 } else if (src_mod
== WINED3DSPSM_DW
) {
3994 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3995 mask
= WINED3DSP_WRITEMASK_3
;
4000 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4001 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4003 /* ps 2.0 texldp instruction always divides by the fourth component. */
4004 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4005 mask
= WINED3DSP_WRITEMASK_3
;
4009 if (priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
))
4010 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4012 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
4013 mask
|= sample_function
.coord_mask
;
4014 sample_function
.coord_mask
= mask
;
4016 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4017 else swizzle
= ins
->src
[1].swizzle
;
4019 /* 1.0-1.3: Use destination register as coordinate source.
4020 1.4+: Use provided coordinate source register. */
4021 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4024 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4025 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4026 "T%u%s", resource_idx
, coord_mask
);
4030 struct glsl_src_param coord_param
;
4031 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4032 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4034 struct glsl_src_param bias
;
4035 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4036 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4037 "%s", coord_param
.param_str
);
4039 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4040 "%s", coord_param
.param_str
);
4043 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4046 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4048 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4049 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4050 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4051 struct glsl_sample_function sample_function
;
4053 DWORD swizzle
= ins
->src
[1].swizzle
;
4054 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4056 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4058 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4059 shader_glsl_tex(ins
);
4063 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4064 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4065 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4067 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4068 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4069 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4070 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4072 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
4073 "%s", coord_param
.param_str
);
4074 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4077 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4079 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4080 struct glsl_src_param coord_param
, lod_param
;
4081 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4082 struct glsl_sample_function sample_function
;
4084 DWORD swizzle
= ins
->src
[1].swizzle
;
4085 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4087 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4088 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4089 && priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4090 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4092 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4093 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4095 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4097 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4098 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4100 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4101 * However, the NVIDIA drivers allow them in fragment shaders as well,
4102 * even without the appropriate extension. */
4103 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4105 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
4106 "%s", coord_param
.param_str
);
4107 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4110 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4111 unsigned int resource_idx
, unsigned int sampler_idx
)
4113 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4116 for (i
= 0; i
< sampler_map
->count
; ++i
)
4118 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4119 return entries
[i
].bind_idx
;
4122 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4127 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4129 struct glsl_sample_function sample_function
;
4130 struct glsl_src_param coord_param
;
4131 unsigned int sampler_idx
;
4133 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
4134 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4135 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4136 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
4137 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4138 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
4139 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4142 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4144 /* FIXME: Make this work for more than just 2D textures */
4145 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4146 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4148 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4152 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4153 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
4154 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4158 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4159 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4160 char dst_swizzle
[6];
4162 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4164 if (src_mod
== WINED3DSPSM_DZ
)
4166 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4167 struct glsl_src_param div_param
;
4169 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
4171 if (mask_size
> 1) {
4172 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4174 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4177 else if (src_mod
== WINED3DSPSM_DW
)
4179 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4180 struct glsl_src_param div_param
;
4182 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
4184 if (mask_size
> 1) {
4185 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4187 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4190 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
4195 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4196 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4197 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4198 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4200 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4201 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4202 struct glsl_sample_function sample_function
;
4203 struct glsl_src_param src0_param
;
4206 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4208 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4209 * scalar, and projected sampling would require 4.
4211 * It is a dependent read - not valid with conditional NP2 textures
4213 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4214 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4219 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4220 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4224 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4225 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4229 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4230 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4234 FIXME("Unexpected mask size %u\n", mask_size
);
4237 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4240 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4241 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4242 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4244 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4245 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4246 struct glsl_src_param src0_param
;
4248 unsigned int mask_size
;
4250 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4251 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4252 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4254 if (mask_size
> 1) {
4255 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4257 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4261 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4262 * Calculate the depth as dst.x / dst.y */
4263 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4265 struct glsl_dst_param dst_param
;
4267 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4269 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4270 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4271 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4272 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4275 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4276 dst_param
.reg_name
, dst_param
.reg_name
);
4279 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4280 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4281 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4282 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4284 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4286 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4287 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4288 struct glsl_src_param src0_param
;
4290 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4292 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4293 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4296 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4297 * Calculate the 1st of a 2-row matrix multiplication. */
4298 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4300 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4301 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4302 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4303 struct glsl_src_param src0_param
;
4305 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4306 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4309 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4310 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4311 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4313 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4314 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4315 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4316 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4317 struct glsl_src_param src0_param
;
4319 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4320 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4321 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4324 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4326 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4327 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4328 struct glsl_sample_function sample_function
;
4329 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4330 struct glsl_src_param src0_param
;
4332 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4333 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4335 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4337 /* Sample the texture using the calculated coordinates */
4338 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
4339 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4342 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4343 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4344 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4346 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4347 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4348 struct glsl_sample_function sample_function
;
4349 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4350 struct glsl_src_param src0_param
;
4352 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4353 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4355 /* Dependent read, not valid with conditional NP2 */
4356 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4358 /* Sample the texture using the calculated coordinates */
4359 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
4360 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4362 tex_mx
->current_row
= 0;
4365 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4366 * Perform the 3rd row of a 3x3 matrix multiply */
4367 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4369 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4370 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4371 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4372 struct glsl_src_param src0_param
;
4375 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4377 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4378 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4379 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4381 tex_mx
->current_row
= 0;
4384 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4385 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4386 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4388 struct glsl_src_param src0_param
;
4389 struct glsl_src_param src1_param
;
4390 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4391 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4392 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4393 struct glsl_sample_function sample_function
;
4394 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4397 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4398 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4400 /* Perform the last matrix multiply operation */
4401 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4402 /* Reflection calculation */
4403 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4405 /* Dependent read, not valid with conditional NP2 */
4406 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4407 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4409 /* Sample the texture */
4410 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4411 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4412 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4414 tex_mx
->current_row
= 0;
4417 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4418 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4419 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4421 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4422 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4423 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4424 struct glsl_sample_function sample_function
;
4425 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4426 struct glsl_src_param src0_param
;
4429 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4431 /* Perform the last matrix multiply operation */
4432 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4434 /* Construct the eye-ray vector from w coordinates */
4435 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4436 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4437 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4439 /* Dependent read, not valid with conditional NP2 */
4440 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4441 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4443 /* Sample the texture using the calculated coordinates */
4444 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4445 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4446 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4448 tex_mx
->current_row
= 0;
4451 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4452 * Apply a fake bump map transform.
4453 * texbem is pshader <= 1.3 only, this saves a few version checks
4455 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4457 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4458 struct glsl_sample_function sample_function
;
4459 struct glsl_src_param coord_param
;
4465 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4466 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4467 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4469 /* Dependent read, not valid with conditional NP2 */
4470 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4471 mask
= sample_function
.coord_mask
;
4473 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4475 /* With projected textures, texbem only divides the static texture coord,
4476 * not the displacement, so we can't let GL handle this. */
4477 if (flags
& WINED3D_PSARGS_PROJECTED
)
4480 char coord_div_mask
[3];
4481 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4483 case WINED3D_TTFF_COUNT1
:
4484 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4486 case WINED3D_TTFF_COUNT2
:
4487 div_mask
= WINED3DSP_WRITEMASK_1
;
4489 case WINED3D_TTFF_COUNT3
:
4490 div_mask
= WINED3DSP_WRITEMASK_2
;
4492 case WINED3D_TTFF_COUNT4
:
4493 case WINED3D_TTFF_DISABLE
:
4494 div_mask
= WINED3DSP_WRITEMASK_3
;
4497 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4498 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4501 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4503 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4504 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4505 coord_param
.param_str
, coord_mask
);
4507 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4509 struct glsl_src_param luminance_param
;
4510 struct glsl_dst_param dst_param
;
4512 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4513 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4515 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4516 dst_param
.reg_name
, dst_param
.mask_str
,
4517 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4519 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4522 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4524 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4525 struct glsl_src_param src0_param
, src1_param
;
4527 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4528 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4530 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4531 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4532 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4535 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4536 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4537 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4539 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4540 struct glsl_sample_function sample_function
;
4541 struct glsl_src_param src0_param
;
4543 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4545 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4546 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4547 "%s.wx", src0_param
.reg_name
);
4548 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4551 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4552 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4553 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4555 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4556 struct glsl_sample_function sample_function
;
4557 struct glsl_src_param src0_param
;
4559 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4561 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4562 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4563 "%s.yz", src0_param
.reg_name
);
4564 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4567 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4568 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4569 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4571 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4572 struct glsl_sample_function sample_function
;
4573 struct glsl_src_param src0_param
;
4575 /* Dependent read, not valid with conditional NP2 */
4576 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4577 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4579 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4580 "%s", src0_param
.param_str
);
4581 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4584 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4585 * If any of the first 3 components are < 0, discard this pixel */
4586 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4588 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4590 struct glsl_src_param src_param
;
4592 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4593 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
4597 struct glsl_dst_param dst_param
;
4599 /* The argument is a destination parameter, and no writemasks are allowed */
4600 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4602 /* 2.0 shaders compare all 4 components in texkill. */
4603 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4604 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4605 /* 1.x shaders only compare the first 3 components, probably due to
4606 * the nature of the texkill instruction as a tex* instruction, and
4607 * phase, which kills all .w components. Even if all 4 components are
4608 * defined, only the first 3 are used. */
4610 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4614 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4615 * dst = dot2(src0, src1) + src2 */
4616 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4618 struct glsl_src_param src0_param
;
4619 struct glsl_src_param src1_param
;
4620 struct glsl_src_param src2_param
;
4622 unsigned int mask_size
;
4624 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4625 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4627 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4628 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4629 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4631 if (mask_size
> 1) {
4632 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4633 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4635 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4636 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4640 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4641 const struct wined3d_shader_signature
*input_signature
,
4642 const struct wined3d_shader_reg_maps
*reg_maps
,
4643 const struct ps_compile_args
*args
)
4647 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4649 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4650 const char *semantic_name
;
4655 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
4658 semantic_name
= input
->semantic_name
;
4659 semantic_idx
= input
->semantic_idx
;
4660 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4662 if (args
->vp_mode
== vertexshader
)
4664 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4665 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4666 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4667 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4668 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
4670 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4671 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4672 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4674 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4676 if (semantic_idx
< 8 && args
->vp_mode
== pretransformed
)
4677 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4678 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, semantic_idx
, reg_mask
);
4680 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4681 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4683 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4686 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4687 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4688 else if (semantic_idx
== 1)
4689 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4690 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4692 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4693 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4697 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4698 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4703 /*********************************************
4704 * Vertex Shader Specific Code begins here
4705 ********************************************/
4707 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4709 struct glsl_program_key key
;
4711 key
.vs_id
= entry
->vs
.id
;
4712 key
.gs_id
= entry
->gs
.id
;
4713 key
.ps_id
= entry
->ps
.id
;
4715 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4717 ERR("Failed to insert program entry.\n");
4721 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4722 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4724 struct wine_rb_entry
*entry
;
4725 struct glsl_program_key key
;
4731 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4732 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4735 /* Context activation is done by the caller. */
4736 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4737 struct glsl_shader_prog_link
*entry
)
4739 struct glsl_program_key key
;
4741 key
.vs_id
= entry
->vs
.id
;
4742 key
.gs_id
= entry
->gs
.id
;
4743 key
.ps_id
= entry
->ps
.id
;
4744 wine_rb_remove(&priv
->program_lookup
, &key
);
4746 GL_EXTCALL(glDeleteProgram(entry
->id
));
4748 list_remove(&entry
->vs
.shader_entry
);
4750 list_remove(&entry
->gs
.shader_entry
);
4752 list_remove(&entry
->ps
.shader_entry
);
4753 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4754 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4755 HeapFree(GetProcessHeap(), 0, entry
);
4758 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
4759 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4760 const struct wined3d_shader_signature
*input_signature
,
4761 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4762 const struct wined3d_shader_signature
*output_signature
,
4763 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4765 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4769 unsigned int in_count
= vec4_varyings(3, gl_info
);
4771 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
4773 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4775 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4777 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4779 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
4782 in_idx
= map
[input
->register_idx
];
4783 /* Declared, but not read register */
4786 if (in_idx
>= (in_count
+ 2))
4788 FIXME("More input varyings declared than supported, expect issues.\n");
4792 if (in_idx
== in_count
)
4793 string_buffer_sprintf(destination
, "gl_FrontColor");
4794 else if (in_idx
== in_count
+ 1)
4795 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4797 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
4802 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4804 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4807 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
4808 || input
->semantic_idx
!= output
->semantic_idx
4809 || strcmp(input
->semantic_name
, output
->semantic_name
)
4810 || !(mask
= input
->mask
& output
->mask
))
4813 if (set
[in_idx
] == ~0u)
4816 set
[in_idx
] |= mask
;
4817 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4819 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4820 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
4824 for (i
= 0; i
< in_count
+ 2; ++i
)
4828 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4831 if (set
[i
] == ~0U) set
[i
] = 0;
4834 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4835 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4836 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4837 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4838 reg_mask
[size
] = '\0';
4841 string_buffer_sprintf(destination
, "gl_FrontColor");
4842 else if (i
== in_count
+ 1)
4843 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4845 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
4847 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
4848 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
4851 HeapFree(GetProcessHeap(), 0, set
);
4852 string_buffer_release(&priv
->string_buffers
, destination
);
4855 /* Context activation is done by the caller. */
4856 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
4857 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4858 BOOL per_vertex_point_size
, const struct wined3d_gl_info
*gl_info
)
4860 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4862 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4864 const char *semantic_name
;
4868 string_buffer_clear(buffer
);
4870 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
4872 if (per_vertex_point_size
)
4874 shader_addline(buffer
, "uniform struct\n{\n");
4875 shader_addline(buffer
, " float size_min;\n");
4876 shader_addline(buffer
, " float size_max;\n");
4877 shader_addline(buffer
, "} ffp_point;\n");
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
& (1u << 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
) && per_vertex_point_size
)
4926 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
4927 output
->register_idx
, reg_mask
[1]);
4929 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4931 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4932 output
->register_idx
, reg_mask
[1]);
4935 shader_addline(buffer
, "}\n");
4939 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4940 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4941 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4942 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4944 /* First, sort out position and point size. Those are not passed to the pixel shader */
4945 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4947 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4949 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
4952 semantic_name
= output
->semantic_name
;
4953 semantic_idx
= output
->semantic_idx
;
4954 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
4956 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4958 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4959 reg_mask
, output
->register_idx
, reg_mask
);
4961 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
4963 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
4964 output
->register_idx
, reg_mask
[1]);
4968 /* Then, fix the pixel shader input */
4969 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
4970 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
4972 shader_addline(buffer
, "}\n");
4975 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4976 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4977 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4982 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
4984 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4985 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4986 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4987 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4988 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4989 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4992 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4996 case WINED3D_FFP_PS_FOG_OFF
:
4999 case WINED3D_FFP_PS_FOG_LINEAR
:
5000 shader_addline(buffer
, "float fog = (ffp_fog.end - gl_FogFragCoord) * ffp_fog.scale;\n");
5003 case WINED3D_FFP_PS_FOG_EXP
:
5004 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * gl_FogFragCoord);\n");
5007 case WINED3D_FFP_PS_FOG_EXP2
:
5008 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5009 " * gl_FogFragCoord * gl_FogFragCoord);\n");
5013 ERR("Invalid fog mode %#x.\n", mode
);
5017 shader_addline(buffer
, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
5018 " clamp(fog, 0.0, 1.0));\n");
5021 /* Context activation is done by the caller. */
5022 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5023 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5024 const struct wined3d_shader
*shader
,
5025 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5027 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5028 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5029 const DWORD
*function
= shader
->function
;
5030 struct shader_glsl_ctx_priv priv_ctx
;
5032 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5033 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5035 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5036 priv_ctx
.cur_ps_args
= args
;
5037 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5038 priv_ctx
.string_buffers
= string_buffers
;
5040 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5042 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5043 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5044 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5045 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5046 /* The spec says that it doesn't have to be explicitly enabled, but the
5047 * nvidia drivers write a warning if we don't do so. */
5048 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5049 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5050 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5051 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5052 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5053 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5055 /* Base Declarations */
5056 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5058 /* Pack 3.0 inputs */
5059 if (reg_maps
->shader_version
.major
>= 3)
5060 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
);
5062 /* Base Shader Body */
5063 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5065 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5066 if (reg_maps
->shader_version
.major
< 2)
5068 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5069 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5072 if (args
->srgb_correction
)
5073 shader_glsl_generate_srgb_write_correction(buffer
);
5075 /* SM < 3 does not replace the fog stage. */
5076 if (reg_maps
->shader_version
.major
< 3)
5077 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5079 shader_addline(buffer
, "}\n");
5081 TRACE("Compiling shader object %u.\n", shader_id
);
5082 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5087 /* Context activation is done by the caller. */
5088 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5089 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5090 const struct wined3d_shader
*shader
,
5091 const struct vs_compile_args
*args
)
5093 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5094 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5095 const DWORD
*function
= shader
->function
;
5096 struct shader_glsl_ctx_priv priv_ctx
;
5098 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5099 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5101 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5103 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5104 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5105 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5106 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5107 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5108 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5109 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5110 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5112 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5113 priv_ctx
.cur_vs_args
= args
;
5114 priv_ctx
.string_buffers
= string_buffers
;
5116 /* Base Declarations */
5117 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5119 /* Base Shader Body */
5120 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5122 /* Unpack outputs */
5123 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5125 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5126 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5127 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5128 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5130 if (args
->fog_src
== VS_FOG_Z
)
5131 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
5132 else if (!reg_maps
->fog
)
5133 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
5135 /* We always store the clipplanes without y inversion */
5136 if (args
->clip_enabled
)
5137 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5139 if (args
->point_size
&& !args
->per_vertex_point_size
)
5140 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5142 /* Write the final position.
5144 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5145 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5146 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5147 * contains 1.0 to allow a mad.
5149 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5150 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5152 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5154 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5155 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5156 * which is the same as z = z * 2 - w.
5158 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5160 shader_addline(buffer
, "}\n");
5162 TRACE("Compiling shader object %u.\n", shader_id
);
5163 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5168 /* Context activation is done by the caller. */
5169 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5170 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5171 const struct wined3d_shader
*shader
)
5173 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5174 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5175 const DWORD
*function
= shader
->function
;
5176 struct shader_glsl_ctx_priv priv_ctx
;
5179 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5181 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5183 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5184 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5185 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5186 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5187 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5188 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5189 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5190 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5192 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5193 priv_ctx
.string_buffers
= string_buffers
;
5194 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5195 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5196 shader_addline(buffer
, "}\n");
5198 TRACE("Compiling shader object %u.\n", shader_id
);
5199 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5204 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5205 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5206 struct wined3d_shader
*shader
,
5207 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5209 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5210 struct glsl_shader_private
*shader_data
;
5211 struct ps_np2fixup_info
*np2fixup
;
5216 if (!shader
->backend_data
)
5218 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5219 if (!shader
->backend_data
)
5221 ERR("Failed to allocate backend data.\n");
5225 shader_data
= shader
->backend_data
;
5226 gl_shaders
= shader_data
->gl_shaders
.ps
;
5228 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5229 * so a linear search is more performant than a hashmap or a binary search
5230 * (cache coherency etc)
5232 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5234 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5236 if (args
->np2_fixup
)
5237 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5238 return gl_shaders
[i
].id
;
5242 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5243 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5244 if (shader_data
->num_gl_shaders
)
5246 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5247 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5248 new_size
* sizeof(*gl_shaders
));
5252 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5257 ERR("Out of memory\n");
5260 shader_data
->gl_shaders
.ps
= new_array
;
5261 shader_data
->shader_array_size
= new_size
;
5262 gl_shaders
= new_array
;
5265 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5267 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5268 memset(np2fixup
, 0, sizeof(*np2fixup
));
5269 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5271 pixelshader_update_resource_types(shader
, args
->tex_types
);
5273 string_buffer_clear(buffer
);
5274 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5275 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5280 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5281 const DWORD use_map
)
5283 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5284 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5285 if (stored
->point_size
!= new->point_size
)
5287 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
5289 return stored
->fog_src
== new->fog_src
;
5292 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5293 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5294 struct wined3d_shader
*shader
,
5295 const struct vs_compile_args
*args
)
5299 DWORD use_map
= context
->stream_info
.use_map
;
5300 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5301 struct glsl_shader_private
*shader_data
;
5304 if (!shader
->backend_data
)
5306 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5307 if (!shader
->backend_data
)
5309 ERR("Failed to allocate backend data.\n");
5313 shader_data
= shader
->backend_data
;
5314 gl_shaders
= shader_data
->gl_shaders
.vs
;
5316 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5317 * so a linear search is more performant than a hashmap or a binary search
5318 * (cache coherency etc)
5320 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5322 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5323 return gl_shaders
[i
].id
;
5326 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5328 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5329 if (shader_data
->num_gl_shaders
)
5331 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5332 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5333 new_size
* sizeof(*gl_shaders
));
5337 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5342 ERR("Out of memory\n");
5345 shader_data
->gl_shaders
.vs
= new_array
;
5346 shader_data
->shader_array_size
= new_size
;
5347 gl_shaders
= new_array
;
5350 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5352 string_buffer_clear(buffer
);
5353 ret
= shader_glsl_generate_vshader(context
, buffer
, string_buffers
, shader
, args
);
5354 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5359 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5360 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5361 struct wined3d_shader
*shader
)
5363 struct glsl_gs_compiled_shader
*gl_shaders
;
5364 struct glsl_shader_private
*shader_data
;
5367 if (!shader
->backend_data
)
5369 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5371 ERR("Failed to allocate backend data.\n");
5375 shader_data
= shader
->backend_data
;
5376 gl_shaders
= shader_data
->gl_shaders
.gs
;
5378 if (shader_data
->num_gl_shaders
)
5379 return gl_shaders
[0].id
;
5381 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5383 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5385 ERR("Failed to allocate GL shader array.\n");
5388 shader_data
->shader_array_size
= 1;
5389 gl_shaders
= shader_data
->gl_shaders
.gs
;
5391 string_buffer_clear(buffer
);
5392 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, string_buffers
, shader
);
5393 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5398 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5402 case WINED3D_MCS_MATERIAL
:
5404 case WINED3D_MCS_COLOR1
:
5405 return "ffp_attrib_diffuse";
5406 case WINED3D_MCS_COLOR2
:
5407 return "ffp_attrib_specular";
5409 ERR("Invalid material color source %#x.\n", mcs
);
5414 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5415 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
5417 const char *diffuse
, *specular
, *emissive
, *ambient
;
5418 enum wined3d_light_type light_type
;
5421 if (!settings
->lighting
)
5423 shader_addline(buffer
, "gl_FrontColor = ffp_attrib_diffuse;\n");
5424 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_attrib_specular;\n");
5428 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5429 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5430 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5431 shader_addline(buffer
, "vec3 dir, dst;\n");
5432 shader_addline(buffer
, "float att, t;\n");
5434 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5435 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5436 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5437 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
5439 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5441 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5444 case WINED3D_LIGHT_POINT
:
5445 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5446 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5447 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5448 shader_addline(buffer
, "dst.x = 1.0;\n");
5449 if (legacy_lighting
)
5451 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5452 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5456 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5458 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5459 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5460 if (!legacy_lighting
)
5461 shader_addline(buffer
, "att = 1.0 / att;\n");
5462 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5463 if (!settings
->normal
)
5465 if (!legacy_lighting
)
5466 shader_addline(buffer
, "}\n");
5469 shader_addline(buffer
, "dir = normalize(dir);\n");
5470 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5471 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5472 if (settings
->localviewer
)
5473 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5475 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5476 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5477 " * ffp_light[%u].specular) * att;\n", i
);
5478 if (!legacy_lighting
)
5479 shader_addline(buffer
, "}\n");
5482 case WINED3D_LIGHT_SPOT
:
5483 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5484 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5485 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5486 shader_addline(buffer
, "dst.x = 1.0;\n");
5487 if (legacy_lighting
)
5489 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5490 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5494 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5496 shader_addline(buffer
, "dir = normalize(dir);\n");
5497 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5498 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5499 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5500 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5501 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
5503 if (legacy_lighting
)
5504 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5505 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5508 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5509 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5511 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5512 if (!settings
->normal
)
5514 if (!legacy_lighting
)
5515 shader_addline(buffer
, "}\n");
5518 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5519 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5520 if (settings
->localviewer
)
5521 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5523 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5524 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5525 " * ffp_light[%u].specular) * att;\n", i
);
5526 if (!legacy_lighting
)
5527 shader_addline(buffer
, "}\n");
5530 case WINED3D_LIGHT_DIRECTIONAL
:
5531 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5532 if (!settings
->normal
)
5534 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5535 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5536 " * ffp_light[%u].diffuse.xyz;\n", i
);
5537 /* TODO: In the non-local viewer case the halfvector is constant
5538 * and could be precomputed and stored in a uniform. */
5539 if (settings
->localviewer
)
5540 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5542 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5543 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5544 " * ffp_light[%u].specular;\n", i
);
5547 case WINED3D_LIGHT_PARALLELPOINT
:
5548 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5549 if (!settings
->normal
)
5551 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
5552 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5553 " * ffp_light[%u].diffuse.xyz;\n", i
);
5554 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5555 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5556 " * ffp_light[%u].specular;\n", i
);
5561 FIXME("Unhandled light type %#x.\n", light_type
);
5566 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5567 ambient
, diffuse
, emissive
);
5568 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
5569 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
5572 /* Context activation is done by the caller. */
5573 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer
*buffer
,
5574 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
,
5575 BOOL legacy_lighting
)
5577 static const struct attrib_info
5580 const char name
[24];
5584 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
5585 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
5586 /* TODO: Indexed vertex blending */
5587 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
5588 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
5589 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
5590 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
5591 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
5596 string_buffer_clear(buffer
);
5598 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
5600 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
5602 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
5604 shader_addline(buffer
, "attribute %s vs_in%u;\n", type
, i
);
5606 shader_addline(buffer
, "\n");
5608 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
5609 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5610 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5611 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
5613 shader_addline(buffer
, "uniform struct\n{\n");
5614 shader_addline(buffer
, " vec4 emissive;\n");
5615 shader_addline(buffer
, " vec4 ambient;\n");
5616 shader_addline(buffer
, " vec4 diffuse;\n");
5617 shader_addline(buffer
, " vec4 specular;\n");
5618 shader_addline(buffer
, " float shininess;\n");
5619 shader_addline(buffer
, "} ffp_material;\n");
5621 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
5622 shader_addline(buffer
, "uniform struct\n{\n");
5623 shader_addline(buffer
, " vec4 diffuse;\n");
5624 shader_addline(buffer
, " vec4 specular;\n");
5625 shader_addline(buffer
, " vec4 ambient;\n");
5626 shader_addline(buffer
, " vec4 position;\n");
5627 shader_addline(buffer
, " vec3 direction;\n");
5628 shader_addline(buffer
, " float range;\n");
5629 shader_addline(buffer
, " float falloff;\n");
5630 shader_addline(buffer
, " float c_att;\n");
5631 shader_addline(buffer
, " float l_att;\n");
5632 shader_addline(buffer
, " float q_att;\n");
5633 shader_addline(buffer
, " float cos_htheta;\n");
5634 shader_addline(buffer
, " float cos_hphi;\n");
5635 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
5637 if (settings
->point_size
)
5639 shader_addline(buffer
, "uniform struct\n{\n");
5640 shader_addline(buffer
, " float size;\n");
5641 shader_addline(buffer
, " float size_min;\n");
5642 shader_addline(buffer
, " float size_max;\n");
5643 shader_addline(buffer
, " float c_att;\n");
5644 shader_addline(buffer
, " float l_att;\n");
5645 shader_addline(buffer
, " float q_att;\n");
5646 shader_addline(buffer
, "} ffp_point;\n");
5649 shader_addline(buffer
, "\nvoid main()\n{\n");
5650 shader_addline(buffer
, "float m;\n");
5651 shader_addline(buffer
, "vec3 r;\n");
5653 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
5655 if (attrib_info
[i
].name
[0])
5656 shader_addline(buffer
, "%s %s = vs_in%u;\n",
5657 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
5659 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5661 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
5662 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
)
5664 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
5668 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
5670 if (settings
->transformed
)
5672 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
5673 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5674 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
5678 for (i
= 0; i
< settings
->vertexblends
; ++i
)
5679 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
5681 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
5682 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
5683 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
5685 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5686 if (settings
->clipping
)
5687 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5688 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5691 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5692 if (settings
->normal
)
5694 if (!settings
->vertexblends
)
5696 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
5700 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
5701 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
5704 if (settings
->normalize
)
5705 shader_addline(buffer
, "normal = normalize(normal);\n");
5708 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
5710 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5712 switch (settings
->texgen
[i
] & 0xffff0000)
5714 case WINED3DTSS_TCI_PASSTHRU
:
5715 if (settings
->texcoords
& (1u << i
))
5716 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
5720 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5721 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5724 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5725 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
5728 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5729 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5730 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5733 case WINED3DTSS_TCI_SPHEREMAP
:
5734 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5735 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5736 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5737 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5741 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5746 switch (settings
->fog_mode
)
5748 case WINED3D_FFP_VS_FOG_OFF
:
5751 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5752 shader_addline(buffer
, "gl_FogFragCoord = ffp_attrib_specular.w * 255.0;\n");
5755 case WINED3D_FFP_VS_FOG_RANGE
:
5756 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5759 case WINED3D_FFP_VS_FOG_DEPTH
:
5760 if (settings
->ortho_fog
)
5761 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5762 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5763 else if (settings
->transformed
)
5764 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5766 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5770 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5774 if (settings
->point_size
)
5776 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
5777 " + ffp_point.l_att * length(ec_pos.xyz)"
5778 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
5779 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
5780 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
5783 shader_addline(buffer
, "}\n");
5785 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5786 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5791 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
5792 DWORD argnum
, unsigned int stage
, DWORD arg
)
5796 if (arg
== ARG_UNUSED
)
5797 return "<unused arg>";
5799 switch (arg
& WINED3DTA_SELECTMASK
)
5801 case WINED3DTA_DIFFUSE
:
5805 case WINED3DTA_CURRENT
:
5812 case WINED3DTA_TEXTURE
:
5815 case 0: ret
= "tex0"; break;
5816 case 1: ret
= "tex1"; break;
5817 case 2: ret
= "tex2"; break;
5818 case 3: ret
= "tex3"; break;
5819 case 4: ret
= "tex4"; break;
5820 case 5: ret
= "tex5"; break;
5821 case 6: ret
= "tex6"; break;
5822 case 7: ret
= "tex7"; break;
5824 ret
= "<invalid texture>";
5829 case WINED3DTA_TFACTOR
:
5833 case WINED3DTA_SPECULAR
:
5834 ret
= "gl_SecondaryColor";
5837 case WINED3DTA_TEMP
:
5841 case WINED3DTA_CONSTANT
:
5844 case 0: ret
= "tss_const0"; break;
5845 case 1: ret
= "tss_const1"; break;
5846 case 2: ret
= "tss_const2"; break;
5847 case 3: ret
= "tss_const3"; break;
5848 case 4: ret
= "tss_const4"; break;
5849 case 5: ret
= "tss_const5"; break;
5850 case 6: ret
= "tss_const6"; break;
5851 case 7: ret
= "tss_const7"; break;
5853 ret
= "<invalid constant>";
5859 return "<unhandled arg>";
5862 if (arg
& WINED3DTA_COMPLEMENT
)
5864 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5867 else if (argnum
== 1)
5869 else if (argnum
== 2)
5873 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5875 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5878 else if (argnum
== 1)
5880 else if (argnum
== 2)
5887 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
5888 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5890 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5900 dstreg
= "temp_reg";
5904 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5905 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5906 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5910 case WINED3D_TOP_DISABLE
:
5912 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5915 case WINED3D_TOP_SELECT_ARG1
:
5916 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5919 case WINED3D_TOP_SELECT_ARG2
:
5920 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5923 case WINED3D_TOP_MODULATE
:
5924 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5927 case WINED3D_TOP_MODULATE_4X
:
5928 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5929 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5932 case WINED3D_TOP_MODULATE_2X
:
5933 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5934 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5937 case WINED3D_TOP_ADD
:
5938 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5939 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5942 case WINED3D_TOP_ADD_SIGNED
:
5943 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5944 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5947 case WINED3D_TOP_ADD_SIGNED_2X
:
5948 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5949 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5952 case WINED3D_TOP_SUBTRACT
:
5953 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5954 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5957 case WINED3D_TOP_ADD_SMOOTH
:
5958 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5959 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5962 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5963 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5964 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5965 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5968 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5969 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5970 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5971 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5974 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5975 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5976 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5977 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5980 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5981 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5982 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5983 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5986 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5987 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5988 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5989 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5992 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5993 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5994 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5997 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5998 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5999 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6002 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6003 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6004 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6006 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6007 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6008 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6011 case WINED3D_TOP_BUMPENVMAP
:
6012 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6013 /* These are handled in the first pass, nothing to do. */
6016 case WINED3D_TOP_DOTPRODUCT3
:
6017 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6018 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6021 case WINED3D_TOP_MULTIPLY_ADD
:
6022 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6023 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6026 case WINED3D_TOP_LERP
:
6027 /* MSDN isn't quite right here. */
6028 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6029 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6033 FIXME("Unhandled operation %#x.\n", op
);
6038 /* Context activation is done by the caller. */
6039 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6040 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6042 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6043 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6044 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6045 const char *final_combiner_src
= "ret";
6046 UINT lowest_disabled_stage
;
6048 DWORD arg0
, arg1
, arg2
;
6050 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6052 string_buffer_clear(buffer
);
6054 /* Find out which textures are read */
6055 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6057 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6060 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6061 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6062 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6064 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6065 || (stage
== 0 && settings
->color_key_enabled
))
6066 tex_map
|= 1u << stage
;
6067 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6068 tfactor_used
= TRUE
;
6069 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6070 tempreg_used
= TRUE
;
6071 if (settings
->op
[stage
].dst
== tempreg
)
6072 tempreg_used
= TRUE
;
6073 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6074 tss_const_map
|= 1u << stage
;
6076 switch (settings
->op
[stage
].cop
)
6078 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6079 lum_map
|= 1u << stage
;
6081 case WINED3D_TOP_BUMPENVMAP
:
6082 bump_map
|= 1u << stage
;
6084 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6085 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6086 tex_map
|= 1u << stage
;
6089 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6090 tfactor_used
= TRUE
;
6097 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6100 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6101 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6102 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6104 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6105 tex_map
|= 1u << stage
;
6106 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6107 tfactor_used
= TRUE
;
6108 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6109 tempreg_used
= TRUE
;
6110 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6111 tss_const_map
|= 1u << stage
;
6113 lowest_disabled_stage
= stage
;
6115 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6117 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6118 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6120 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6121 shader_addline(buffer
, "vec4 ret;\n");
6122 if (tempreg_used
|| settings
->sRGB_write
)
6123 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6124 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6126 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6128 if (tss_const_map
& (1u << stage
))
6129 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6131 if (!(tex_map
& (1u << stage
)))
6134 switch (settings
->op
[stage
].tex_type
)
6136 case WINED3D_GL_RES_TYPE_TEX_1D
:
6137 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6139 case WINED3D_GL_RES_TYPE_TEX_2D
:
6140 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6142 case WINED3D_GL_RES_TYPE_TEX_3D
:
6143 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6145 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6146 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6148 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6149 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6152 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6156 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6158 if (!(bump_map
& (1u << stage
)))
6160 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6162 if (!(lum_map
& (1u << stage
)))
6164 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6165 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6168 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6169 if (settings
->color_key_enabled
)
6170 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
6171 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6173 if (settings
->sRGB_write
)
6175 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6176 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6177 shader_addline(buffer
, ";\n");
6178 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6179 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6180 shader_addline(buffer
, ";\n");
6183 shader_addline(buffer
, "uniform struct\n{\n");
6184 shader_addline(buffer
, " vec4 color;\n");
6185 shader_addline(buffer
, " float density;\n");
6186 shader_addline(buffer
, " float end;\n");
6187 shader_addline(buffer
, " float scale;\n");
6188 shader_addline(buffer
, "} ffp_fog;\n");
6190 shader_addline(buffer
, "void main()\n{\n");
6192 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6193 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
6195 /* Generate texture sampling instructions) */
6196 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6198 const char *texture_function
, *coord_mask
;
6201 if (!(tex_map
& (1u << stage
)))
6204 if (settings
->op
[stage
].projected
== proj_none
)
6208 else if (settings
->op
[stage
].projected
== proj_count4
6209 || settings
->op
[stage
].projected
== proj_count3
)
6215 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6219 switch (settings
->op
[stage
].tex_type
)
6221 case WINED3D_GL_RES_TYPE_TEX_1D
:
6224 texture_function
= "texture1DProj";
6229 texture_function
= "texture1D";
6233 case WINED3D_GL_RES_TYPE_TEX_2D
:
6236 texture_function
= "texture2DProj";
6241 texture_function
= "texture2D";
6245 case WINED3D_GL_RES_TYPE_TEX_3D
:
6248 texture_function
= "texture3DProj";
6249 coord_mask
= "xyzw";
6253 texture_function
= "texture3D";
6257 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6258 texture_function
= "textureCube";
6261 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6264 texture_function
= "texture2DRectProj";
6269 texture_function
= "texture2DRect";
6274 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6275 texture_function
= "";
6276 coord_mask
= "xyzw";
6281 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6282 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6284 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6286 /* With projective textures, texbem only divides the static
6287 * texture coord, not the displacement, so multiply the
6288 * displacement with the dividing parameter before passing it to
6290 if (settings
->op
[stage
].projected
!= proj_none
)
6292 if (settings
->op
[stage
].projected
== proj_count4
)
6294 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
6296 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
6300 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
6302 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
6307 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
6310 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6311 stage
, texture_function
, stage
, coord_mask
);
6313 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6314 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6315 stage
, stage
- 1, stage
- 1, stage
- 1);
6317 else if (settings
->op
[stage
].projected
== proj_count3
)
6319 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
6320 stage
, texture_function
, stage
, stage
);
6324 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
6325 stage
, texture_function
, stage
, stage
, coord_mask
);
6328 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6329 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6330 settings
->op
[stage
].color_fixup
);
6333 if (settings
->color_key_enabled
)
6335 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
6336 shader_addline(buffer
, " discard;\n");
6339 /* Generate the main shader */
6340 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6344 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6347 final_combiner_src
= "gl_Color";
6351 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6352 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6353 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6354 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6355 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6356 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6357 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6358 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6359 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6360 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6361 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6362 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6364 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6365 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6366 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6367 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6369 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6371 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6372 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6373 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6375 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
6379 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6380 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6381 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6385 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6386 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6387 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6388 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6389 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6390 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6394 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
6396 if (settings
->sRGB_write
)
6397 shader_glsl_generate_srgb_write_correction(buffer
);
6399 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6401 shader_addline(buffer
, "}\n");
6403 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6404 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6406 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6410 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6411 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6413 struct glsl_ffp_vertex_shader
*shader
;
6414 const struct wine_rb_entry
*entry
;
6416 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6417 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6419 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6422 shader
->desc
.settings
= *settings
;
6423 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
, priv
->legacy_lighting
);
6424 list_init(&shader
->linked_programs
);
6425 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6426 ERR("Failed to insert ffp vertex shader.\n");
6431 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6432 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6434 struct glsl_ffp_fragment_shader
*glsl_desc
;
6435 const struct ffp_frag_desc
*desc
;
6437 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6438 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6440 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6443 glsl_desc
->entry
.settings
= *args
;
6444 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
6445 list_init(&glsl_desc
->linked_programs
);
6446 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6452 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6453 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6456 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6458 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6459 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6460 for (i
= 0; i
< vs_c_count
; ++i
)
6462 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6463 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6465 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6466 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6468 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6470 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6471 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6474 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6476 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6477 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6480 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6482 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
6484 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
6485 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6487 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
6488 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
6489 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6491 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
6492 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6494 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
6495 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
6496 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
6497 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
6498 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
6499 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
6500 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6502 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
6503 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6504 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
6505 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6506 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
6507 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6508 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
6509 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6510 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
6511 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6512 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
6513 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6514 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
6515 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6516 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
6517 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6518 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
6519 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6520 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
6521 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6522 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
6523 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6524 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
6525 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6527 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
6528 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
6529 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
6530 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
6531 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
6532 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
6534 string_buffer_release(&priv
->string_buffers
, name
);
6537 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6538 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
6541 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6543 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6544 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
6545 for (i
= 0; i
< ps_c_count
; ++i
)
6547 string_buffer_sprintf(name
, "ps_c[%u]", i
);
6548 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6550 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
6551 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
6553 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6555 string_buffer_sprintf(name
, "ps_i[%u]", i
);
6556 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6559 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6561 string_buffer_sprintf(name
, "ps_b[%u]", i
);
6562 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6565 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6567 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
6568 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6569 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
6570 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6571 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
6572 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6573 string_buffer_sprintf(name
, "tss_const%u", i
);
6574 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6577 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
6578 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
6580 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
6581 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
6582 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
6583 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
6585 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
6586 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
6587 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
6589 string_buffer_release(&priv
->string_buffers
, name
);
6592 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
6593 struct shader_glsl_priv
*priv
, GLuint program_id
,
6594 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
6596 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6599 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6601 for (i
= 0; i
< count
; ++i
)
6603 if (!reg_maps
->cb_sizes
[i
])
6606 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
6607 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
6608 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
6610 checkGLcall("glUniformBlockBinding");
6611 string_buffer_release(&priv
->string_buffers
, name
);
6614 /* Context activation is done by the caller. */
6615 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
6616 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
6618 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6619 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
6620 struct glsl_shader_prog_link
*entry
= NULL
;
6621 struct wined3d_shader
*vshader
= NULL
;
6622 struct wined3d_shader
*gshader
= NULL
;
6623 struct wined3d_shader
*pshader
= NULL
;
6624 GLuint program_id
= 0;
6625 GLuint reorder_shader_id
= 0;
6630 struct list
*ps_list
, *vs_list
;
6632 struct wined3d_string_buffer
*tmp_name
;
6634 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
6636 vs_id
= ctx_data
->glsl_program
->vs
.id
;
6637 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
6641 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6642 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
6644 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
6645 && ctx_data
->glsl_program
->gs
.id
)
6646 gs_id
= ctx_data
->glsl_program
->gs
.id
;
6648 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
6651 else if (use_vs(state
))
6653 struct vs_compile_args vs_compile_args
;
6654 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6656 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6657 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, vshader
, &vs_compile_args
);
6658 vs_list
= &vshader
->linked_programs
;
6660 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6661 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
6663 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6665 struct glsl_ffp_vertex_shader
*ffp_shader
;
6666 struct wined3d_ffp_vs_settings settings
;
6668 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
6669 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6670 vs_id
= ffp_shader
->id
;
6671 vs_list
= &ffp_shader
->linked_programs
;
6674 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
6676 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6677 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6680 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6682 else if (use_ps(state
))
6684 struct ps_compile_args ps_compile_args
;
6685 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6686 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
6687 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
6688 pshader
, &ps_compile_args
, &np2fixup_info
);
6689 ps_list
= &pshader
->linked_programs
;
6691 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6693 struct glsl_ffp_fragment_shader
*ffp_shader
;
6694 struct ffp_frag_settings settings
;
6696 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6697 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6698 ps_id
= ffp_shader
->id
;
6699 ps_list
= &ffp_shader
->linked_programs
;
6702 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6704 ctx_data
->glsl_program
= entry
;
6708 /* If we get to this point, then no matching program exists, so we create one */
6709 program_id
= GL_EXTCALL(glCreateProgram());
6710 TRACE("Created new GLSL shader program %u.\n", program_id
);
6712 /* Create the entry */
6713 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6714 entry
->id
= program_id
;
6715 entry
->vs
.id
= vs_id
;
6716 entry
->gs
.id
= gs_id
;
6717 entry
->ps
.id
= ps_id
;
6718 entry
->constant_version
= 0;
6719 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6720 /* Add the hash table entry */
6721 add_glsl_program_entry(priv
, entry
);
6723 /* Set the current program */
6724 ctx_data
->glsl_program
= entry
;
6726 /* Attach GLSL vshader */
6729 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6730 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6731 checkGLcall("glAttachShader");
6733 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6738 attribs_map
= vshader
->reg_maps
.input_registers
;
6739 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
,
6740 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
, gl_info
);
6741 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6742 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6743 checkGLcall("glAttachShader");
6744 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6747 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
6751 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
6754 /* Bind vertex attributes to a corresponding index number to match
6755 * the same index numbers as ARB_vertex_programs (makes loading
6756 * vertex attributes simpler). With this method, we can use the
6757 * exact same code to load the attributes later for both ARB and
6760 * We have to do this here because we need to know the Program ID
6761 * in order to make the bindings work, and it has to be done prior
6762 * to linking the GLSL program. */
6763 tmp_name
= string_buffer_get(&priv
->string_buffers
);
6764 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
6766 if (!(attribs_map
& 1))
6769 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
6770 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
6772 checkGLcall("glBindAttribLocation");
6773 string_buffer_release(&priv
->string_buffers
, tmp_name
);
6777 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
6778 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
6779 checkGLcall("glAttachShader");
6781 TRACE("input type %s, output type %s, vertices out %u.\n",
6782 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
6783 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
6784 gshader
->u
.gs
.vertices_out
);
6785 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
6786 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
6787 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
6788 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
6789 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
6790 gshader
->u
.gs
.vertices_out
));
6791 checkGLcall("glProgramParameteriARB");
6793 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6796 /* Attach GLSL pshader */
6799 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6800 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6801 checkGLcall("glAttachShader");
6803 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6806 /* Link the program */
6807 TRACE("Linking GLSL shader program %u.\n", program_id
);
6808 GL_EXTCALL(glLinkProgram(program_id
));
6809 shader_glsl_validate_link(gl_info
, program_id
);
6811 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
6812 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6813 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
6814 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6815 checkGLcall("Find glsl program uniform locations");
6817 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6818 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6820 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6821 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6825 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6828 /* Set the shader to allow uniform loading on it */
6829 GL_EXTCALL(glUseProgram(program_id
));
6830 checkGLcall("glUseProgram");
6832 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6833 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6834 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6835 * vertex shader with fixed function pixel processing is used we make sure that the card
6836 * supports enough samplers to allow the max number of vertex samplers with all possible
6837 * fixed function fragment processing setups. So once the program is linked these samplers
6839 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
6841 entry
->constant_update_mask
= 0;
6844 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6845 if (vshader
->reg_maps
.integer_constants
)
6846 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6847 if (vshader
->reg_maps
.boolean_constants
)
6848 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6849 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6851 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
6852 0, gl_info
->limits
.vertex_uniform_blocks
);
6856 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
6857 | WINED3D_SHADER_CONST_FFP_PROJ
;
6859 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
6861 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
6863 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
6868 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6870 if (entry
->vs
.texture_matrix_location
[i
] != -1)
6872 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
6876 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
6877 || entry
->vs
.material_specular_location
!= -1
6878 || entry
->vs
.material_emissive_location
!= -1
6879 || entry
->vs
.material_shininess_location
!= -1)
6880 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
6881 if (entry
->vs
.light_ambient_location
!= -1)
6882 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
6884 if (entry
->vs
.pointsize_min_location
!= -1)
6885 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
6888 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
6889 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6895 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6896 if (pshader
->reg_maps
.integer_constants
)
6897 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6898 if (pshader
->reg_maps
.boolean_constants
)
6899 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6900 if (entry
->ps
.ycorrection_location
!= -1)
6901 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6903 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
6904 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6905 gl_info
->limits
.fragment_uniform_blocks
);
6909 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6912 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6914 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6916 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6921 if (entry
->ps
.fog_color_location
!= -1)
6922 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
6923 if (entry
->ps
.np2_fixup_location
!= -1)
6924 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6925 if (entry
->ps
.color_key_location
!= -1)
6926 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
6930 /* Context activation is done by the caller. */
6931 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
6935 GLuint vshader_id
, pshader_id
;
6936 const char *blt_pshader
;
6938 static const char blt_vshader
[] =
6942 " gl_Position = gl_Vertex;\n"
6943 " gl_FrontColor = vec4(1.0);\n"
6944 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6947 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
6949 /* WINED3D_GL_RES_TYPE_TEX_1D */
6951 /* WINED3D_GL_RES_TYPE_TEX_2D */
6953 "uniform sampler2D sampler;\n"
6956 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6958 /* WINED3D_GL_RES_TYPE_TEX_3D */
6960 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6962 "uniform samplerCube sampler;\n"
6965 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6967 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6969 "#extension GL_ARB_texture_rectangle : enable\n"
6970 "uniform sampler2DRect sampler;\n"
6973 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6975 /* WINED3D_GL_RES_TYPE_BUFFER */
6977 /* WINED3D_GL_RES_TYPE_RB */
6981 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
6983 /* WINED3D_GL_RES_TYPE_TEX_1D */
6985 /* WINED3D_GL_RES_TYPE_TEX_2D */
6987 "uniform sampler2D sampler;\n"
6988 "uniform vec4 mask;\n"
6991 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6992 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6994 /* WINED3D_GL_RES_TYPE_TEX_3D */
6996 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6998 "uniform samplerCube sampler;\n"
6999 "uniform vec4 mask;\n"
7002 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7003 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7005 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7007 "#extension GL_ARB_texture_rectangle : enable\n"
7008 "uniform sampler2DRect sampler;\n"
7009 "uniform vec4 mask;\n"
7012 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7013 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7015 /* WINED3D_GL_RES_TYPE_BUFFER */
7017 /* WINED3D_GL_RES_TYPE_RB */
7021 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
7024 FIXME("tex_type %#x not supported\n", tex_type
);
7028 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7029 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
7031 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7032 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
7034 program_id
= GL_EXTCALL(glCreateProgram());
7035 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
7036 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
7037 GL_EXTCALL(glLinkProgram(program_id
));
7039 shader_glsl_validate_link(gl_info
, program_id
);
7041 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
7044 GL_EXTCALL(glDeleteShader(vshader_id
));
7045 GL_EXTCALL(glDeleteShader(pshader_id
));
7049 /* Context activation is done by the caller. */
7050 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
7051 const struct wined3d_state
*state
)
7053 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7054 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7055 struct shader_glsl_priv
*priv
= shader_priv
;
7056 GLuint program_id
= 0, prev_id
= 0;
7057 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7059 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7060 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7062 if (ctx_data
->glsl_program
)
7064 prev_id
= ctx_data
->glsl_program
->id
;
7065 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7070 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7073 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7075 if (ctx_data
->glsl_program
)
7077 program_id
= ctx_data
->glsl_program
->id
;
7078 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7083 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7086 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7088 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7090 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7091 checkGLcall("glClampColorARB");
7095 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7099 TRACE("Using GLSL program %u.\n", program_id
);
7101 if (prev_id
!= program_id
)
7103 GL_EXTCALL(glUseProgram(program_id
));
7104 checkGLcall("glUseProgram");
7107 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7111 /* "context" is not necessarily the currently active context. */
7112 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7114 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7116 ctx_data
->glsl_program
= NULL
;
7117 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
7118 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
7119 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
);
7122 /* Context activation is done by the caller. */
7123 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
7125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7126 struct shader_glsl_priv
*priv
= shader_priv
;
7128 shader_glsl_invalidate_current_program(context
);
7129 GL_EXTCALL(glUseProgram(0));
7130 checkGLcall("glUseProgram");
7132 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
7133 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
7135 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7137 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
7138 checkGLcall("glClampColorARB");
7142 /* Context activation is done by the caller. */
7143 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
7144 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
7146 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
7147 struct shader_glsl_priv
*priv
= shader_priv
;
7148 GLuint
*blt_program
;
7151 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
7154 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
7155 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
7156 GL_EXTCALL(glUseProgram(*blt_program
));
7157 GL_EXTCALL(glUniform1i(loc
, 0));
7161 GL_EXTCALL(glUseProgram(*blt_program
));
7166 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
7167 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
7171 /* Context activation is done by the caller. */
7172 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
7174 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7177 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7178 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7180 GL_EXTCALL(glUseProgram(program_id
));
7181 checkGLcall("glUseProgram");
7184 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7185 const struct glsl_shader_prog_link
*program
)
7187 const struct glsl_context_data
*ctx_data
;
7188 struct wined3d_context
*context
;
7191 for (i
= 0; i
< device
->context_count
; ++i
)
7193 context
= device
->contexts
[i
];
7194 ctx_data
= context
->shader_backend_data
;
7196 if (ctx_data
->glsl_program
== program
)
7197 shader_glsl_invalidate_current_program(context
);
7201 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7203 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7204 struct wined3d_device
*device
= shader
->device
;
7205 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7206 const struct wined3d_gl_info
*gl_info
;
7207 const struct list
*linked_programs
;
7208 struct wined3d_context
*context
;
7210 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7212 HeapFree(GetProcessHeap(), 0, shader_data
);
7213 shader
->backend_data
= NULL
;
7217 context
= context_acquire(device
, NULL
);
7218 gl_info
= context
->gl_info
;
7220 TRACE("Deleting linked programs.\n");
7221 linked_programs
= &shader
->linked_programs
;
7222 if (linked_programs
->next
)
7224 struct glsl_shader_prog_link
*entry
, *entry2
;
7227 switch (shader
->reg_maps
.shader_version
.type
)
7229 case WINED3D_SHADER_TYPE_PIXEL
:
7231 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7233 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7235 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7236 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7237 checkGLcall("glDeleteShader");
7239 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7241 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7242 struct glsl_shader_prog_link
, ps
.shader_entry
)
7244 shader_glsl_invalidate_contexts_program(device
, entry
);
7245 delete_glsl_program_entry(priv
, gl_info
, entry
);
7251 case WINED3D_SHADER_TYPE_VERTEX
:
7253 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7255 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7257 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7258 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7259 checkGLcall("glDeleteShader");
7261 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7263 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7264 struct glsl_shader_prog_link
, vs
.shader_entry
)
7266 shader_glsl_invalidate_contexts_program(device
, entry
);
7267 delete_glsl_program_entry(priv
, gl_info
, entry
);
7273 case WINED3D_SHADER_TYPE_GEOMETRY
:
7275 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7277 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7279 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7280 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7281 checkGLcall("glDeleteShader");
7283 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7285 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7286 struct glsl_shader_prog_link
, gs
.shader_entry
)
7288 shader_glsl_invalidate_contexts_program(device
, entry
);
7289 delete_glsl_program_entry(priv
, gl_info
, entry
);
7296 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7301 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7302 shader
->backend_data
= NULL
;
7304 context_release(context
);
7307 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7309 const struct glsl_program_key
*k
= key
;
7310 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7311 const struct glsl_shader_prog_link
, program_lookup_entry
);
7313 if (k
->vs_id
> prog
->vs
.id
) return 1;
7314 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7316 if (k
->gs_id
> prog
->gs
.id
) return 1;
7317 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7319 if (k
->ps_id
> prog
->ps
.id
) return 1;
7320 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7325 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7327 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7328 + constant_count
* sizeof(*heap
->contained
)
7329 + constant_count
* sizeof(*heap
->positions
);
7330 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7334 ERR("Failed to allocate memory\n");
7338 heap
->entries
= mem
;
7339 heap
->entries
[1].version
= 0;
7340 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7341 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7342 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7348 static void constant_heap_free(struct constant_heap
*heap
)
7350 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7353 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7358 glsl_program_key_compare
,
7361 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7362 const struct fragment_pipeline
*fragment_pipe
)
7364 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7365 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7366 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7367 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7368 struct fragment_caps fragment_caps
;
7369 void *vertex_priv
, *fragment_priv
;
7371 string_buffer_list_init(&priv
->string_buffers
);
7373 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7375 ERR("Failed to initialize vertex pipe.\n");
7376 HeapFree(GetProcessHeap(), 0, priv
);
7380 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7382 ERR("Failed to initialize fragment pipe.\n");
7383 vertex_pipe
->vp_free(device
);
7384 HeapFree(GetProcessHeap(), 0, priv
);
7388 if (!string_buffer_init(&priv
->shader_buffer
))
7390 ERR("Failed to initialize shader buffer.\n");
7394 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7397 ERR("Failed to allocate memory.\n");
7401 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7403 ERR("Failed to initialize vertex shader constant heap\n");
7407 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7409 ERR("Failed to initialize pixel shader constant heap\n");
7413 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7415 ERR("Failed to initialize rbtree.\n");
7419 priv
->next_constant_version
= 1;
7420 priv
->vertex_pipe
= vertex_pipe
;
7421 priv
->fragment_pipe
= fragment_pipe
;
7422 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7423 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7424 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
7426 device
->vertex_priv
= vertex_priv
;
7427 device
->fragment_priv
= fragment_priv
;
7428 device
->shader_priv
= priv
;
7433 constant_heap_free(&priv
->pconst_heap
);
7434 constant_heap_free(&priv
->vconst_heap
);
7435 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7436 string_buffer_free(&priv
->shader_buffer
);
7437 fragment_pipe
->free_private(device
);
7438 vertex_pipe
->vp_free(device
);
7439 HeapFree(GetProcessHeap(), 0, priv
);
7440 return E_OUTOFMEMORY
;
7443 /* Context activation is done by the caller. */
7444 static void shader_glsl_free(struct wined3d_device
*device
)
7446 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7447 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7450 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7452 if (priv
->depth_blt_program_full
[i
])
7454 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7456 if (priv
->depth_blt_program_masked
[i
])
7458 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7462 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7463 constant_heap_free(&priv
->pconst_heap
);
7464 constant_heap_free(&priv
->vconst_heap
);
7465 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7466 string_buffer_list_cleanup(&priv
->string_buffers
);
7467 string_buffer_free(&priv
->shader_buffer
);
7468 priv
->fragment_pipe
->free_private(device
);
7469 priv
->vertex_pipe
->vp_free(device
);
7471 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7472 device
->shader_priv
= NULL
;
7475 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7477 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7478 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7481 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7483 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
7486 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
7488 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7490 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
7491 checkGLcall("GL_PROGRAM_POINT_SIZE");
7494 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
7498 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
7499 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
7500 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
7501 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
7503 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7504 * texldd and texldl instructions. */
7505 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
7509 TRACE("Shader model %u.\n", shader_model
);
7511 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
7512 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
7513 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
7515 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
7516 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
7518 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7519 * Direct3D minimum requirement.
7521 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7522 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7524 * The problem is that the refrast clamps temporary results in the shader to
7525 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7526 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7527 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7528 * offer a way to query this.
7530 if (shader_model
>= 4)
7531 caps
->ps_1x_max_value
= FLT_MAX
;
7533 caps
->ps_1x_max_value
= 1024.0f
;
7535 /* Ideally we'd only set caps like sRGB writes here if supported by both
7536 * the shader backend and the fragment pipe, but we can get called before
7537 * shader_glsl_alloc(). */
7538 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
7539 | WINED3D_SHADER_CAP_SRGB_WRITE
;
7542 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
7544 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7546 TRACE("Checking support for fixup:\n");
7547 dump_color_fixup_desc(fixup
);
7550 /* We support everything except YUV conversions. */
7551 if (!is_complex_fixup(fixup
))
7557 TRACE("[FAILED]\n");
7561 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
7563 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
7564 /* WINED3DSIH_ADD */ shader_glsl_binop
,
7565 /* WINED3DSIH_AND */ shader_glsl_binop
,
7566 /* WINED3DSIH_BEM */ shader_glsl_bem
,
7567 /* WINED3DSIH_BREAK */ shader_glsl_break
,
7568 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
7569 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
7570 /* WINED3DSIH_CALL */ shader_glsl_call
,
7571 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
7572 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
7573 /* WINED3DSIH_CND */ shader_glsl_cnd
,
7574 /* WINED3DSIH_CRS */ shader_glsl_cross
,
7575 /* WINED3DSIH_CUT */ shader_glsl_cut
,
7576 /* WINED3DSIH_DCL */ shader_glsl_nop
,
7577 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
7578 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
7579 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
7580 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
7581 /* WINED3DSIH_DEF */ shader_glsl_nop
,
7582 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
7583 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
7584 /* WINED3DSIH_DIV */ shader_glsl_binop
,
7585 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
7586 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
7587 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
7588 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
7589 /* WINED3DSIH_DST */ shader_glsl_dst
,
7590 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
7591 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
7592 /* WINED3DSIH_ELSE */ shader_glsl_else
,
7593 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
7594 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
7595 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
7596 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
7597 /* WINED3DSIH_EQ */ shader_glsl_relop
,
7598 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
7599 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
7600 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
7601 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
7602 /* WINED3DSIH_GE */ shader_glsl_relop
,
7603 /* WINED3DSIH_IADD */ shader_glsl_binop
,
7604 /* WINED3DSIH_IEQ */ NULL
,
7605 /* WINED3DSIH_IF */ shader_glsl_if
,
7606 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
7607 /* WINED3DSIH_IGE */ shader_glsl_relop
,
7608 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
7609 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
7610 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
7611 /* WINED3DSIH_LABEL */ shader_glsl_label
,
7612 /* WINED3DSIH_LD */ NULL
,
7613 /* WINED3DSIH_LIT */ shader_glsl_lit
,
7614 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
7615 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
7616 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
7617 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
7618 /* WINED3DSIH_LT */ shader_glsl_relop
,
7619 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
7620 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
7621 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
7622 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
7623 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
7624 /* WINED3DSIH_MAD */ shader_glsl_mad
,
7625 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
7626 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
7627 /* WINED3DSIH_MOV */ shader_glsl_mov
,
7628 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
7629 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
7630 /* WINED3DSIH_MUL */ shader_glsl_binop
,
7631 /* WINED3DSIH_NE */ shader_glsl_relop
,
7632 /* WINED3DSIH_NOP */ shader_glsl_nop
,
7633 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
7634 /* WINED3DSIH_OR */ shader_glsl_binop
,
7635 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
7636 /* WINED3DSIH_POW */ shader_glsl_pow
,
7637 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
7638 /* WINED3DSIH_REP */ shader_glsl_rep
,
7639 /* WINED3DSIH_RET */ shader_glsl_ret
,
7640 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
7641 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
7642 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
7643 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
7644 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
7645 /* WINED3DSIH_SETP */ NULL
,
7646 /* WINED3DSIH_SGE */ shader_glsl_compare
,
7647 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
7648 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
7649 /* WINED3DSIH_SLT */ shader_glsl_compare
,
7650 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
7651 /* WINED3DSIH_SUB */ shader_glsl_binop
,
7652 /* WINED3DSIH_TEX */ shader_glsl_tex
,
7653 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
7654 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
7655 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
7656 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
7657 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
7658 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
7659 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
7660 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
7661 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
7662 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
7663 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
7664 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
7665 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
7666 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
7667 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
7668 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
7669 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
7670 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
7671 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
7672 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
7673 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
7674 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
7675 /* WINED3DSIH_UGE */ shader_glsl_relop
,
7676 /* WINED3DSIH_USHR */ shader_glsl_binop
,
7677 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
7678 /* WINED3DSIH_XOR */ shader_glsl_binop
,
7681 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
7682 SHADER_HANDLER hw_fct
;
7684 /* Select handler */
7685 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
7687 /* Unhandled opcode */
7690 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
7695 shader_glsl_add_instruction_modifiers(ins
);
7698 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
7700 struct shader_glsl_priv
*priv
= shader_priv
;
7702 return priv
->ffp_proj_control
;
7705 const struct wined3d_shader_backend_ops glsl_shader_backend
=
7707 shader_glsl_handle_instruction
,
7709 shader_glsl_disable
,
7710 shader_glsl_select_depth_blt
,
7711 shader_glsl_deselect_depth_blt
,
7712 shader_glsl_update_float_vertex_constants
,
7713 shader_glsl_update_float_pixel_constants
,
7714 shader_glsl_load_constants
,
7715 shader_glsl_destroy
,
7718 shader_glsl_allocate_context_data
,
7719 shader_glsl_free_context_data
,
7720 shader_glsl_init_context_state
,
7721 shader_glsl_get_caps
,
7722 shader_glsl_color_fixup_supported
,
7723 shader_glsl_has_ffp_proj_control
,
7726 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
7728 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7730 caps
->xyzrhw
= TRUE
;
7731 caps
->ffp_generic_attributes
= TRUE
;
7732 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
7733 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
7734 caps
->max_vertex_blend_matrix_index
= 0;
7735 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7736 | WINED3DVTXPCAPS_MATERIALSOURCE7
7737 | WINED3DVTXPCAPS_VERTEXFOG
7738 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7739 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7740 | WINED3DVTXPCAPS_LOCALVIEWER
7741 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7742 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7743 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7744 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7747 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
7749 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7750 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
7754 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7756 struct shader_glsl_priv
*priv
;
7758 if (shader_backend
== &glsl_shader_backend
)
7762 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
7764 ERR("Failed to initialize rbtree.\n");
7771 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7776 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
7778 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7779 struct glsl_ffp_vertex_shader
, desc
.entry
);
7780 struct glsl_shader_prog_link
*program
, *program2
;
7781 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7783 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7784 struct glsl_shader_prog_link
, vs
.shader_entry
)
7786 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7788 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7789 HeapFree(GetProcessHeap(), 0, shader
);
7792 /* Context activation is done by the caller. */
7793 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
7795 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
7796 struct glsl_ffp_destroy_ctx ctx
;
7799 ctx
.gl_info
= &device
->adapter
->gl_info
;
7800 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
7803 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
7804 const struct wined3d_state
*state
, DWORD state_id
)
7806 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
7809 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
7810 const struct wined3d_state
*state
, DWORD state_id
)
7812 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7813 BOOL transformed
= context
->stream_info
.position_transformed
;
7814 BOOL wasrhw
= context
->last_was_rhw
;
7817 context
->last_was_rhw
= transformed
;
7819 /* If the vertex declaration contains a transformed position attribute,
7820 * the draw uses the fixed function vertex pipeline regardless of any
7821 * vertex shader set by the application. */
7822 if (transformed
!= wasrhw
)
7823 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
7827 if (context
->last_was_vshader
)
7829 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7830 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7833 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7835 /* Because of settings->texcoords, we have to always regenerate the
7836 * vertex shader on a vdecl change.
7837 * TODO: Just always output all the texcoords when there are enough
7838 * varyings available to drop the dependency. */
7839 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
7842 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
7843 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
7844 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
7848 if (!context
->last_was_vshader
)
7850 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7851 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7852 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7856 context
->last_was_vshader
= use_vs(state
);
7859 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
7860 const struct wined3d_state
*state
, DWORD state_id
)
7862 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
7863 /* Different vertex shaders potentially require a different vertex attributes setup. */
7864 if (!isStateDirty(context
, STATE_VDECL
))
7865 context_apply_state(context
, state
, STATE_VDECL
);
7868 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
7869 const struct wined3d_state
*state
, DWORD state_id
)
7871 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7874 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
7875 const struct wined3d_state
*state
, DWORD state_id
)
7877 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7880 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
7882 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7885 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7886 | WINED3D_SHADER_CONST_FFP_LIGHTS
7887 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7889 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
7891 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
7892 clipplane(context
, state
, STATE_CLIPPLANE(k
));
7896 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
7897 const struct wined3d_state
*state
, DWORD state_id
)
7899 /* Table fog behavior depends on the projection matrix. */
7900 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
7901 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
7902 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
7903 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7906 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
7907 const struct wined3d_state
*state
, DWORD state_id
)
7909 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
7910 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
7911 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
7912 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
7913 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7914 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7917 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
7918 const struct wined3d_state
*state
, DWORD state_id
)
7920 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7923 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
7924 const struct wined3d_state
*state
, DWORD state_id
)
7926 DWORD sampler
= state_id
- STATE_SAMPLER(0);
7927 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
7933 if (sampler
>= MAX_TEXTURES
)
7936 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
7937 || context
->lastWasPow2Texture
& (1u << sampler
))
7940 context
->lastWasPow2Texture
|= 1u << sampler
;
7942 context
->lastWasPow2Texture
&= ~(1u << sampler
);
7944 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7948 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
7949 const struct wined3d_state
*state
, DWORD state_id
)
7951 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7954 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
7955 const struct wined3d_state
*state
, DWORD state_id
)
7957 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7960 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
7961 const struct wined3d_state
*state
, DWORD state_id
)
7963 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7966 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
7967 const struct wined3d_state
*state
, DWORD state_id
)
7970 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7973 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
7975 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7976 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
7977 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7978 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
7980 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
7981 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
7982 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
7983 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
7984 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
7985 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
7986 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
7987 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
7988 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
7989 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
7990 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
7991 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
7992 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
7993 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
7994 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
7995 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
7996 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
7997 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
7998 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
7999 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
8000 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
8001 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
8002 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
8003 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
8004 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
8005 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
8006 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
8007 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
8008 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
8009 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
8010 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
8011 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
8013 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8014 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8015 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8016 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8017 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8018 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8019 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8020 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8021 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8023 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
8024 /* Transform states */
8025 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
8026 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
8027 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8028 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8029 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8030 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8031 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8032 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8033 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8034 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8035 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
8036 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8037 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8038 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8039 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8040 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8041 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8042 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8043 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8044 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8045 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8046 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8047 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8048 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8049 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8050 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8051 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8052 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8053 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8054 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8056 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8057 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8058 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8059 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8060 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
8061 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
8062 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8063 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8064 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8065 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8066 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8067 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8068 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8069 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8070 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8071 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8072 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8073 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
8074 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
8075 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
8076 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
8077 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8078 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8079 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8080 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8081 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8082 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8083 /* NP2 texture matrix fixups. They are not needed if
8084 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
8085 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
8087 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8088 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8089 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8090 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8091 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8092 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8093 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8094 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8095 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8096 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8097 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8098 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8099 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8100 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8101 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8102 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8103 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8104 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8105 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8106 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8107 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8108 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8109 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8110 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8111 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8112 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
8116 * - Implement vertex tweening. */
8117 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
8119 glsl_vertex_pipe_vp_enable
,
8120 glsl_vertex_pipe_vp_get_caps
,
8121 glsl_vertex_pipe_vp_get_emul_mask
,
8122 glsl_vertex_pipe_vp_alloc
,
8123 glsl_vertex_pipe_vp_free
,
8124 glsl_vertex_pipe_vp_states
,
8127 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
8129 /* Nothing to do. */
8132 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
8134 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
8135 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
8136 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
8137 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
8138 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
8139 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
8140 | WINED3DTEXOPCAPS_SELECTARG1
8141 | WINED3DTEXOPCAPS_SELECTARG2
8142 | WINED3DTEXOPCAPS_MODULATE4X
8143 | WINED3DTEXOPCAPS_MODULATE2X
8144 | WINED3DTEXOPCAPS_MODULATE
8145 | WINED3DTEXOPCAPS_ADDSIGNED2X
8146 | WINED3DTEXOPCAPS_ADDSIGNED
8147 | WINED3DTEXOPCAPS_ADD
8148 | WINED3DTEXOPCAPS_SUBTRACT
8149 | WINED3DTEXOPCAPS_ADDSMOOTH
8150 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
8151 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
8152 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
8153 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
8154 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
8155 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
8156 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
8157 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
8158 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
8159 | WINED3DTEXOPCAPS_DOTPRODUCT3
8160 | WINED3DTEXOPCAPS_MULTIPLYADD
8161 | WINED3DTEXOPCAPS_LERP
8162 | WINED3DTEXOPCAPS_BUMPENVMAP
8163 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
8164 caps
->MaxTextureBlendStages
= 8;
8165 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
8168 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8170 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8171 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8175 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8177 struct shader_glsl_priv
*priv
;
8179 if (shader_backend
== &glsl_shader_backend
)
8183 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
8185 ERR("Failed to initialize rbtree.\n");
8192 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
8197 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
8199 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8200 struct glsl_ffp_fragment_shader
, entry
.entry
);
8201 struct glsl_shader_prog_link
*program
, *program2
;
8202 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8204 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8205 struct glsl_shader_prog_link
, ps
.shader_entry
)
8207 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8209 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8210 HeapFree(GetProcessHeap(), 0, shader
);
8213 /* Context activation is done by the caller. */
8214 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
8216 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
8217 struct glsl_ffp_destroy_ctx ctx
;
8220 ctx
.gl_info
= &device
->adapter
->gl_info
;
8221 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8224 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8225 const struct wined3d_state
*state
, DWORD state_id
)
8227 context
->last_was_pshader
= use_ps(state
);
8229 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8232 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
8233 const struct wined3d_state
*state
, DWORD state_id
)
8235 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8238 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8239 const struct wined3d_state
*state
, DWORD state_id
)
8241 BOOL use_vshader
= use_vs(state
);
8242 enum fogsource new_source
;
8243 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8244 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8246 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8248 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8251 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8254 new_source
= FOGSOURCE_VS
;
8255 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8256 new_source
= FOGSOURCE_COORD
;
8258 new_source
= FOGSOURCE_FFP
;
8262 new_source
= FOGSOURCE_FFP
;
8265 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8267 context
->fog_source
= new_source
;
8268 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8272 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8273 const struct wined3d_state
*state
, DWORD state_id
)
8275 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8276 glsl_fragment_pipe_fog(context
, state
, state_id
);
8279 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8280 const struct wined3d_state
*state
, DWORD state_id
)
8282 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8285 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8286 const struct wined3d_state
*state
, DWORD state_id
)
8288 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8291 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8292 const struct wined3d_state
*state
, DWORD state_id
)
8294 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8298 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8300 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8302 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8303 checkGLcall("glEnable GL_ALPHA_TEST");
8307 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8308 checkGLcall("glDisable GL_ALPHA_TEST");
8312 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8313 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8317 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8318 checkGLcall("glAlphaFunc");
8322 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8323 const struct wined3d_state
*state
, DWORD state_id
)
8325 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8328 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8330 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8331 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8332 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8333 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8334 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8335 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8336 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8337 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8338 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8339 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8340 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8341 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8342 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8343 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8344 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8345 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8346 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8347 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8348 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8349 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8350 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8351 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8352 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8353 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8354 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8355 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8356 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8357 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8358 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8359 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8360 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8361 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8362 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8363 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8364 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8365 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8366 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8367 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8368 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8369 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8370 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8371 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8372 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8373 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8374 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8375 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8376 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8377 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8378 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8379 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8380 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8381 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8382 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8383 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8384 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8385 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8386 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8387 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8388 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8389 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8390 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8391 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8392 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8393 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8394 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8395 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8396 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8397 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8398 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8399 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8400 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8401 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8402 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8403 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8404 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8405 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8406 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8407 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8408 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8409 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8410 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8411 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8412 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8413 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8414 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8415 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8416 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8417 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8418 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8419 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
8420 {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
},
8421 {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
},
8422 {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
},
8423 {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
},
8424 {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
},
8425 {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
},
8426 {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
},
8427 {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
},
8428 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8429 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8430 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8431 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8432 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8433 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8434 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8435 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8436 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8437 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8438 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
8441 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
8446 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
8450 const struct fragment_pipeline glsl_fragment_pipe
=
8452 glsl_fragment_pipe_enable
,
8453 glsl_fragment_pipe_get_caps
,
8454 glsl_fragment_pipe_get_emul_mask
,
8455 glsl_fragment_pipe_alloc
,
8456 glsl_fragment_pipe_free
,
8457 glsl_fragment_pipe_alloc_context_data
,
8458 glsl_fragment_pipe_free_context_data
,
8459 shader_glsl_color_fixup_supported
,
8460 glsl_fragment_pipe_state_template
,