2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 struct glsl_sample_function
70 HEAP_NODE_TRAVERSE_LEFT
,
71 HEAP_NODE_TRAVERSE_RIGHT
,
83 struct constant_entry
*entries
;
85 unsigned int *positions
;
89 /* GLSL shader private data */
90 struct shader_glsl_priv
{
91 struct wined3d_shader_buffer shader_buffer
;
92 struct wine_rb_tree program_lookup
;
93 struct constant_heap vconst_heap
;
94 struct constant_heap pconst_heap
;
96 GLhandleARB depth_blt_program_full
[tex_type_count
];
97 GLhandleARB depth_blt_program_masked
[tex_type_count
];
98 UINT next_constant_version
;
100 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
101 const struct fragment_pipeline
*fragment_pipe
;
102 struct wine_rb_tree ffp_vertex_shaders
;
103 struct wine_rb_tree ffp_fragment_shaders
;
104 BOOL ffp_proj_control
;
107 struct glsl_vs_program
109 struct list shader_entry
;
111 GLenum vertex_color_clamp
;
112 GLint
*uniform_f_locations
;
113 GLint uniform_i_locations
[MAX_CONST_I
];
114 GLint pos_fixup_location
;
117 struct glsl_gs_program
119 struct list shader_entry
;
123 struct glsl_ps_program
125 struct list shader_entry
;
127 GLint
*uniform_f_locations
;
128 GLint uniform_i_locations
[MAX_CONST_I
];
129 GLint bumpenv_mat_location
[MAX_TEXTURES
];
130 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
131 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
132 GLint tex_factor_location
;
133 GLint specular_enable_location
;
134 GLint ycorrection_location
;
135 GLint np2_fixup_location
;
136 const struct ps_np2fixup_info
*np2_fixup_info
;
139 /* Struct to maintain data about a linked GLSL program */
140 struct glsl_shader_prog_link
142 struct wine_rb_entry program_lookup_entry
;
143 struct glsl_vs_program vs
;
144 struct glsl_gs_program gs
;
145 struct glsl_ps_program ps
;
146 GLhandleARB programId
;
147 DWORD constant_update_mask
;
148 UINT constant_version
;
151 struct glsl_program_key
158 struct shader_glsl_ctx_priv
{
159 const struct vs_compile_args
*cur_vs_args
;
160 const struct ps_compile_args
*cur_ps_args
;
161 struct ps_np2fixup_info
*cur_np2fixup_info
;
164 struct glsl_context_data
166 struct glsl_shader_prog_link
*glsl_program
;
169 struct glsl_ps_compiled_shader
171 struct ps_compile_args args
;
172 struct ps_np2fixup_info np2fixup
;
176 struct glsl_vs_compiled_shader
178 struct vs_compile_args args
;
182 struct glsl_gs_compiled_shader
187 struct glsl_shader_private
191 struct glsl_vs_compiled_shader
*vs
;
192 struct glsl_gs_compiled_shader
*gs
;
193 struct glsl_ps_compiled_shader
*ps
;
195 UINT num_gl_shaders
, shader_array_size
;
198 struct glsl_ffp_vertex_shader
200 struct wined3d_ffp_vs_desc desc
;
202 struct list linked_programs
;
205 struct glsl_ffp_fragment_shader
207 struct ffp_frag_desc entry
;
209 struct list linked_programs
;
212 struct glsl_ffp_destroy_ctx
214 struct shader_glsl_priv
*priv
;
215 const struct wined3d_gl_info
*gl_info
;
218 static const char *debug_gl_shader_type(GLenum type
)
222 #define WINED3D_TO_STR(u) case u: return #u
223 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
224 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
225 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
226 #undef WINED3D_TO_STR
228 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
232 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
236 case WINED3D_SHADER_TYPE_VERTEX
:
239 case WINED3D_SHADER_TYPE_GEOMETRY
:
242 case WINED3D_SHADER_TYPE_PIXEL
:
246 FIXME("Unhandled shader type %#x.\n", type
);
251 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
255 wined3d_ftoa(values
[0], str
[0]);
256 wined3d_ftoa(values
[1], str
[1]);
257 wined3d_ftoa(values
[2], str
[2]);
258 wined3d_ftoa(values
[3], str
[3]);
259 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
262 /* Extract a line from the info log.
263 * Note that this modifies the source string. */
264 static char *get_info_log_line(char **ptr
)
269 if (!(q
= strstr(p
, "\n")))
271 if (!*p
) return NULL
;
281 /* Context activation is done by the caller. */
282 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
284 int infologLength
= 0;
287 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
290 GL_EXTCALL(glGetObjectParameterivARB(obj
,
291 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
294 /* A size of 1 is just a null-terminated string, so the log should be bigger than
295 * that if there are errors. */
296 if (infologLength
> 1)
300 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
301 /* The info log is supposed to be zero-terminated, but at least some
302 * versions of fglrx don't terminate the string properly. The reported
303 * length does include the terminator, so explicitly set it to zero
305 infoLog
[infologLength
- 1] = 0;
306 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
309 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
311 WARN("Info log received from GLSL shader #%u:\n", obj
);
312 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
316 FIXME("Info log received from GLSL shader #%u:\n", obj
);
317 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
319 HeapFree(GetProcessHeap(), 0, infoLog
);
323 /* Context activation is done by the caller. */
324 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
326 TRACE("Compiling shader object %u.\n", shader
);
327 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
328 checkGLcall("glShaderSourceARB");
329 GL_EXTCALL(glCompileShaderARB(shader
));
330 checkGLcall("glCompileShaderARB");
331 print_glsl_info_log(gl_info
, shader
);
334 /* Context activation is done by the caller. */
335 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
337 GLint i
, object_count
, source_size
= -1;
338 GLhandleARB
*objects
;
341 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
342 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
345 ERR("Failed to allocate object array memory.\n");
349 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
350 for (i
= 0; i
< object_count
; ++i
)
355 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
357 if (source_size
< tmp
)
359 HeapFree(GetProcessHeap(), 0, source
);
361 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
364 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
365 HeapFree(GetProcessHeap(), 0, objects
);
371 FIXME("Object %u:\n", objects
[i
]);
372 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
373 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
374 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
375 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
379 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
380 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
384 HeapFree(GetProcessHeap(), 0, source
);
385 HeapFree(GetProcessHeap(), 0, objects
);
388 /* Context activation is done by the caller. */
389 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
393 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
395 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
396 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
398 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
401 FIXME("Program %u link status invalid.\n", program
);
402 shader_glsl_dump_program_source(gl_info
, program
);
406 print_glsl_info_log(gl_info
, program
);
409 /* Context activation is done by the caller. */
410 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
411 const DWORD
*tex_unit_map
, GLhandleARB programId
)
414 char sampler_name
[20];
417 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
419 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
420 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
421 if (name_loc
!= -1) {
422 DWORD mapped_unit
= tex_unit_map
[i
];
423 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
425 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
426 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
427 checkGLcall("glUniform1iARB");
429 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
435 /* Context activation is done by the caller. */
436 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
437 const DWORD
*tex_unit_map
, GLhandleARB programId
)
440 char sampler_name
[20];
443 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
445 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
446 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
447 if (name_loc
!= -1) {
448 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
449 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
451 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
452 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
453 checkGLcall("glUniform1iARB");
455 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
461 /* Context activation is done by the caller. */
462 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
463 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
465 unsigned int start
= ~0U, end
= 0;
467 unsigned int heap_idx
= 1;
470 if (heap
->entries
[heap_idx
].version
<= version
) return;
472 idx
= heap
->entries
[heap_idx
].idx
;
473 if (constant_locations
[idx
] != -1)
475 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
477 while (stack_idx
>= 0)
479 /* Note that we fall through to the next case statement. */
480 switch(stack
[stack_idx
])
482 case HEAP_NODE_TRAVERSE_LEFT
:
484 unsigned int left_idx
= heap_idx
<< 1;
485 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
488 idx
= heap
->entries
[heap_idx
].idx
;
489 if (constant_locations
[idx
] != -1)
497 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
498 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
503 case HEAP_NODE_TRAVERSE_RIGHT
:
505 unsigned int right_idx
= (heap_idx
<< 1) + 1;
506 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
508 heap_idx
= right_idx
;
509 idx
= heap
->entries
[heap_idx
].idx
;
510 if (constant_locations
[idx
] != -1)
518 stack
[stack_idx
++] = HEAP_NODE_POP
;
519 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
531 GL_EXTCALL(glUniform4fvARB(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
532 checkGLcall("walk_constant_heap()");
535 /* Context activation is done by the caller. */
536 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
538 GLfloat clamped_constant
[4];
540 if (location
== -1) return;
542 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
543 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
544 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
545 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
547 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
550 /* Context activation is done by the caller. */
551 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
552 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
555 unsigned int heap_idx
= 1;
558 if (heap
->entries
[heap_idx
].version
<= version
) return;
560 idx
= heap
->entries
[heap_idx
].idx
;
561 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
562 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
564 while (stack_idx
>= 0)
566 /* Note that we fall through to the next case statement. */
567 switch(stack
[stack_idx
])
569 case HEAP_NODE_TRAVERSE_LEFT
:
571 unsigned int left_idx
= heap_idx
<< 1;
572 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
575 idx
= heap
->entries
[heap_idx
].idx
;
576 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
578 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
579 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
584 case HEAP_NODE_TRAVERSE_RIGHT
:
586 unsigned int right_idx
= (heap_idx
<< 1) + 1;
587 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
589 heap_idx
= right_idx
;
590 idx
= heap
->entries
[heap_idx
].idx
;
591 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
593 stack
[stack_idx
++] = HEAP_NODE_POP
;
594 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
605 checkGLcall("walk_constant_heap_clamped()");
608 /* Context activation is done by the caller. */
609 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
610 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
611 unsigned char *stack
, UINT version
)
613 const struct wined3d_shader_lconst
*lconst
;
615 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
616 if (shader
->reg_maps
.shader_version
.major
== 1
617 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
618 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
620 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
622 if (!shader
->load_local_constsF
)
624 TRACE("No need to load local float constants for this shader\n");
628 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
629 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
631 GL_EXTCALL(glUniform4fvARB(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
633 checkGLcall("glUniform4fvARB()");
636 /* Context activation is done by the caller. */
637 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
638 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
643 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
645 if (!(constants_set
& 1)) continue;
647 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
648 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
650 /* We found this uniform name in the program - go ahead and send the data */
651 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
652 checkGLcall("glUniform4ivARB");
655 /* Load immediate constants */
656 ptr
= list_head(&shader
->constantsI
);
659 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
660 unsigned int idx
= lconst
->idx
;
661 const GLint
*values
= (const GLint
*)lconst
->value
;
663 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
664 values
[0], values
[1], values
[2], values
[3]);
666 /* We found this uniform name in the program - go ahead and send the data */
667 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
668 checkGLcall("glUniform4ivARB");
669 ptr
= list_next(&shader
->constantsI
, ptr
);
673 /* Context activation is done by the caller. */
674 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
675 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
683 prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
685 /* TODO: Benchmark and see if it would be beneficial to store the
686 * locations of the constants to avoid looking up each time */
687 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
689 if (!(constants_set
& 1)) continue;
691 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
693 /* TODO: Benchmark and see if it would be beneficial to store the
694 * locations of the constants to avoid looking up each time */
695 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, i
);
696 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
697 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
700 /* Load immediate constants */
701 ptr
= list_head(&shader
->constantsB
);
704 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
705 unsigned int idx
= lconst
->idx
;
706 const GLint
*values
= (const GLint
*)lconst
->value
;
708 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
710 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, idx
);
711 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
712 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
713 ptr
= list_next(&shader
->constantsB
, ptr
);
716 checkGLcall("shader_glsl_load_constantsB()");
719 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
721 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
724 /* Context activation is done by the caller (state handler). */
725 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
726 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
728 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
729 UINT fixup
= ps
->np2_fixup_info
->active
;
732 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
734 const struct wined3d_texture
*tex
= state
->textures
[i
];
735 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
736 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
740 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
746 tex_dim
[2] = tex
->pow2_matrix
[0];
747 tex_dim
[3] = tex
->pow2_matrix
[5];
751 tex_dim
[0] = tex
->pow2_matrix
[0];
752 tex_dim
[1] = tex
->pow2_matrix
[5];
756 GL_EXTCALL(glUniform4fvARB(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
759 /* Context activation is done by the caller (state handler). */
760 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
761 const struct wined3d_state
*state
)
763 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
764 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
765 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
766 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
767 struct shader_glsl_priv
*priv
= shader_priv
;
768 float position_fixup
[4];
769 DWORD update_mask
= 0;
771 GLhandleARB programId
;
772 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
773 UINT constant_version
;
777 /* No GLSL program set - nothing to do. */
780 programId
= prog
->programId
;
781 constant_version
= prog
->constant_version
;
782 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
784 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
785 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
786 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
788 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
789 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
790 vshader
->reg_maps
.integer_constants
);
792 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
793 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, state
->vs_consts_b
,
794 vshader
->reg_maps
.boolean_constants
);
796 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
798 shader_get_position_fixup(context
, state
, position_fixup
);
799 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
800 checkGLcall("glUniform4fvARB");
803 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
804 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
805 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
807 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
808 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
809 pshader
->reg_maps
.integer_constants
);
811 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
812 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, state
->ps_consts_b
,
813 pshader
->reg_maps
.boolean_constants
);
815 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
817 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
819 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
822 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
823 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
825 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
827 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
828 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
829 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
830 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
834 checkGLcall("bump env uniforms");
837 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
839 float correction_params
[4];
841 if (context
->render_offscreen
)
843 correction_params
[0] = 0.0f
;
844 correction_params
[1] = 1.0f
;
846 /* position is window relative, not viewport relative */
847 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
848 correction_params
[1] = -1.0f
;
850 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
853 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
854 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
856 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
860 if (prog
->ps
.tex_factor_location
!= -1)
862 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
863 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tex_factor_location
, 1, col
));
866 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
867 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
869 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
871 checkGLcall("fixed function uniforms");
874 if (priv
->next_constant_version
== UINT_MAX
)
876 TRACE("Max constant version reached, resetting to 0.\n");
877 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
878 priv
->next_constant_version
= 1;
882 prog
->constant_version
= priv
->next_constant_version
++;
886 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
888 struct constant_entry
*entries
= heap
->entries
;
889 unsigned int *positions
= heap
->positions
;
890 unsigned int heap_idx
, parent_idx
;
892 if (!heap
->contained
[idx
])
894 heap_idx
= heap
->size
++;
895 heap
->contained
[idx
] = TRUE
;
899 heap_idx
= positions
[idx
];
904 parent_idx
= heap_idx
>> 1;
906 if (new_version
<= entries
[parent_idx
].version
) break;
908 entries
[heap_idx
] = entries
[parent_idx
];
909 positions
[entries
[parent_idx
].idx
] = heap_idx
;
910 heap_idx
= parent_idx
;
913 entries
[heap_idx
].version
= new_version
;
914 entries
[heap_idx
].idx
= idx
;
915 positions
[idx
] = heap_idx
;
918 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
920 struct shader_glsl_priv
*priv
= device
->shader_priv
;
921 struct constant_heap
*heap
= &priv
->vconst_heap
;
924 for (i
= start
; i
< count
+ start
; ++i
)
926 update_heap_entry(heap
, i
, priv
->next_constant_version
);
929 for (i
= 0; i
< device
->context_count
; ++i
)
931 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
935 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
937 struct shader_glsl_priv
*priv
= device
->shader_priv
;
938 struct constant_heap
*heap
= &priv
->pconst_heap
;
941 for (i
= start
; i
< count
+ start
; ++i
)
943 update_heap_entry(heap
, i
, priv
->next_constant_version
);
946 for (i
= 0; i
< device
->context_count
; ++i
)
948 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
952 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
954 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
955 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
956 if(shader_major
> 3) return ret
;
958 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
959 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
963 /** Generate the variable & register declarations for the GLSL output target */
964 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
965 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
966 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
968 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
969 const struct wined3d_state
*state
= &shader
->device
->state
;
970 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
971 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
972 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
973 unsigned int i
, extra_constants_needed
= 0;
974 const struct wined3d_shader_lconst
*lconst
;
978 prefix
= shader_glsl_get_prefix(version
->type
);
980 /* Prototype the subroutines */
981 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
983 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
986 /* Declare the constants (aka uniforms) */
987 if (shader
->limits
.constant_float
> 0)
989 unsigned max_constantsF
;
991 /* Unless the shader uses indirect addressing, always declare the
992 * maximum array size and ignore that we need some uniforms privately.
993 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
994 * and immediate values, still declare VC[256]. If the shader needs
995 * more uniforms than we have it won't work in any case. If it uses
996 * less, the compiler will figure out which uniforms are really used
997 * and strip them out. This allows a shader to use c255 on a dx9 card,
998 * as long as it doesn't also use all the other constants.
1000 * If the shader uses indirect addressing the compiler must assume
1001 * that all declared uniforms are used. In this case, declare only the
1002 * amount that we're assured to have.
1004 * Thus we run into problems in these two cases:
1005 * 1) The shader really uses more uniforms than supported.
1006 * 2) The shader uses indirect addressing, less constants than
1007 * supported, but uses a constant index > #supported consts. */
1008 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1010 /* No indirect addressing here. */
1011 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1015 if (reg_maps
->usesrelconstF
)
1017 /* Subtract the other potential uniforms from the max
1018 * available (bools, ints, and 1 row of projection matrix).
1019 * Subtract another uniform for immediate values, which have
1020 * to be loaded via uniform by the driver as well. The shader
1021 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1022 * shader code, so one vec4 should be enough. (Unfortunately
1023 * the Nvidia driver doesn't store 128 and -128 in one float).
1025 * Writing gl_ClipVertex requires one uniform for each
1026 * clipplane as well. */
1027 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1028 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1030 max_constantsF
-= gl_info
->limits
.clipplanes
;
1032 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1033 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1034 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1035 * for now take this into account when calculating the number of available constants
1037 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1038 /* Set by driver quirks in directx.c */
1039 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1041 if (max_constantsF
< shader
->limits
.constant_float
)
1043 static unsigned int once
;
1046 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1047 " it may not render correctly.\n");
1049 WARN("The hardware does not support enough uniform components to run this shader.\n");
1054 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1057 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
1058 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1061 /* Always declare the full set of constants, the compiler can remove the
1062 * unused ones because d3d doesn't (yet) support indirect int and bool
1063 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1064 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1065 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
.constant_int
);
1067 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1068 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
.constant_bool
);
1070 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1072 if (reg_maps
->cb_sizes
[i
])
1073 shader_addline(buffer
, "uniform vec4 %s_cb%u[%u];\n", prefix
, i
, reg_maps
->cb_sizes
[i
]);
1076 /* Declare texture samplers */
1077 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1079 if (reg_maps
->sampler_type
[i
])
1081 BOOL shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1084 switch (reg_maps
->sampler_type
[i
])
1088 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1090 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1093 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->np2_fixup
& (1 << i
));
1094 tex_rect
= tex_rect
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1098 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1100 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1105 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1107 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1110 case WINED3DSTT_CUBE
:
1112 FIXME("Unsupported Cube shadow sampler.\n");
1113 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1115 case WINED3DSTT_VOLUME
:
1117 FIXME("Unsupported 3D shadow sampler.\n");
1118 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1121 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1122 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1128 /* Declare uniforms for NP2 texcoord fixup:
1129 * This is NOT done inside the loop that declares the texture samplers
1130 * since the NP2 fixup code is currently only used for the GeforceFX
1131 * series and when forcing the ARB_npot extension off. Modern cards just
1132 * skip the code anyway, so put it inside a separate loop. */
1133 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1135 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1138 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1139 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1140 * samplerNP2Fixup stores texture dimensions and is updated through
1141 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1143 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1145 if (reg_maps
->sampler_type
[i
])
1147 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1149 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1150 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1154 fixup
->idx
[i
] = cur
++;
1158 fixup
->num_consts
= (cur
+ 1) >> 1;
1159 fixup
->active
= ps_args
->np2_fixup
;
1160 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1163 /* Declare address variables */
1164 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1166 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1169 /* Declare texture coordinate temporaries and initialize them */
1170 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1172 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1175 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1177 /* Declare attributes. */
1178 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1181 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1184 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1185 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
.packed_output
);
1187 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1189 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
.packed_input
);
1191 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1193 if (version
->major
>= 3)
1195 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
.packed_input
);
1198 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1200 /* TODO: Write a replacement shader for the fixed function
1201 * vertex pipeline, so this isn't needed. For fixed function
1202 * vertex processing + 3.0 pixel shader we need a separate
1203 * function in the pixel shader that reads the fixed function
1204 * color into the packed input registers. */
1205 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1208 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1213 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1215 if (reg_maps
->luminanceparams
& (1 << i
))
1217 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1218 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1219 extra_constants_needed
++;
1222 extra_constants_needed
++;
1225 if (ps_args
->srgb_correction
)
1227 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1228 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1229 shader_addline(buffer
, ";\n");
1230 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1231 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1232 shader_addline(buffer
, ";\n");
1234 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1236 if (shader
->limits
.constant_float
+ extra_constants_needed
1237 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1239 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1240 extra_constants_needed
++;
1244 float ycorrection
[] =
1246 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->resource
.height
,
1247 context
->render_offscreen
? 1.0f
: -1.0f
,
1252 /* This happens because we do not have proper tracking of the
1253 * constant registers that are actually used, only the max
1254 * limit of the shader version. */
1255 FIXME("Cannot find a free uniform for vpos correction params\n");
1256 shader_addline(buffer
, "const vec4 ycorrection = ");
1257 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1258 shader_addline(buffer
, ";\n");
1260 shader_addline(buffer
, "vec4 vpos;\n");
1264 /* Declare output register temporaries */
1265 if (shader
->limits
.packed_output
)
1266 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
.packed_output
);
1268 /* Declare temporary variables */
1269 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1271 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1274 /* Declare loop registers aLx */
1275 if (version
->major
< 4)
1277 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1279 shader_addline(buffer
, "int aL%u;\n", i
);
1280 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1284 /* Temporary variables for matrix operations */
1285 shader_addline(buffer
, "vec4 tmp0;\n");
1286 shader_addline(buffer
, "vec4 tmp1;\n");
1288 if (!shader
->load_local_constsF
)
1290 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1292 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1293 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1294 shader_addline(buffer
, ";\n");
1298 /* Start the main program. */
1299 shader_addline(buffer
, "void main()\n{\n");
1301 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1302 * add approximately 0.5. This causes off-by-one problems as spotted by
1303 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1304 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1305 * causes precision troubles when we just subtract 0.5.
1307 * To deal with that, just floor() the position. This will eliminate the
1308 * fraction on all cards.
1310 * TODO: Test how this behaves with multisampling.
1312 * An advantage of floor is that it works even if the driver doesn't add
1313 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1314 * to return in gl_FragCoord, even though coordinates specify the pixel
1315 * centers instead of the pixel corners. This code will behave correctly
1316 * on drivers that returns integer values. */
1317 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1318 shader_addline(buffer
,
1319 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1322 /*****************************************************************************
1323 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1325 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1326 ****************************************************************************/
1329 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1330 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1332 /** Used for opcode modifiers - They multiply the result by the specified amount */
1333 static const char * const shift_glsl_tab
[] = {
1335 "2.0 * ", /* 1 (x2) */
1336 "4.0 * ", /* 2 (x4) */
1337 "8.0 * ", /* 3 (x8) */
1338 "16.0 * ", /* 4 (x16) */
1339 "32.0 * ", /* 5 (x32) */
1346 "0.0625 * ", /* 12 (d16) */
1347 "0.125 * ", /* 13 (d8) */
1348 "0.25 * ", /* 14 (d4) */
1349 "0.5 * " /* 15 (d2) */
1352 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1353 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1354 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1358 switch (src_modifier
)
1360 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1361 case WINED3DSPSM_DW
:
1362 case WINED3DSPSM_NONE
:
1363 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1365 case WINED3DSPSM_NEG
:
1366 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1368 case WINED3DSPSM_NOT
:
1369 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1371 case WINED3DSPSM_BIAS
:
1372 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1374 case WINED3DSPSM_BIASNEG
:
1375 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1377 case WINED3DSPSM_SIGN
:
1378 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1380 case WINED3DSPSM_SIGNNEG
:
1381 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1383 case WINED3DSPSM_COMP
:
1384 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1386 case WINED3DSPSM_X2
:
1387 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1389 case WINED3DSPSM_X2NEG
:
1390 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1392 case WINED3DSPSM_ABS
:
1393 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1395 case WINED3DSPSM_ABSNEG
:
1396 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1399 FIXME("Unhandled modifier %u\n", src_modifier
);
1400 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1404 /** Writes the GLSL variable name that corresponds to the register that the
1405 * DX opcode parameter is trying to access */
1406 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1407 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1409 /* oPos, oFog and oPts in D3D */
1410 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1412 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1413 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1414 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1415 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1416 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1417 struct glsl_src_param rel_param0
, rel_param1
;
1418 char imm_str
[4][16];
1420 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1421 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1422 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1423 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1428 case WINED3DSPR_TEMP
:
1429 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1432 case WINED3DSPR_INPUT
:
1433 /* vertex shaders */
1434 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1436 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1437 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1439 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1443 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1445 if (reg
->idx
[0].rel_addr
)
1447 if (reg
->idx
[1].rel_addr
)
1448 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1449 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1451 sprintf(register_name
, "gs_in[%s + %u][%u]",
1452 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1454 else if (reg
->idx
[1].rel_addr
)
1455 sprintf(register_name
, "gs_in[%u][%s + %u]",
1456 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1458 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1462 /* pixel shaders >= 3.0 */
1463 if (version
->major
>= 3)
1465 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1466 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1468 if (reg
->idx
[0].rel_addr
)
1470 /* Removing a + 0 would be an obvious optimization, but
1471 * OS X doesn't see the NOP operation there. */
1474 if (shader
->u
.ps
.declared_in_count
> in_count
)
1476 sprintf(register_name
,
1477 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1478 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1479 prefix
, rel_param0
.param_str
, idx
);
1483 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1488 if (shader
->u
.ps
.declared_in_count
> in_count
)
1490 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1491 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1492 prefix
, rel_param0
.param_str
);
1496 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1502 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1503 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1504 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1509 if (!reg
->idx
[0].offset
)
1510 strcpy(register_name
, "gl_Color");
1512 strcpy(register_name
, "gl_SecondaryColor");
1517 case WINED3DSPR_CONST
:
1519 /* Relative addressing */
1520 if (reg
->idx
[0].rel_addr
)
1522 if (reg
->idx
[0].offset
)
1523 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1525 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1529 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1530 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1532 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1537 case WINED3DSPR_CONSTINT
:
1538 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1541 case WINED3DSPR_CONSTBOOL
:
1542 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1545 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1546 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1547 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1549 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1552 case WINED3DSPR_LOOP
:
1553 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1556 case WINED3DSPR_SAMPLER
:
1557 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1560 case WINED3DSPR_COLOROUT
:
1561 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1562 WARN("Write to render target %u, only %d supported.\n",
1563 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1565 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1568 case WINED3DSPR_RASTOUT
:
1569 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1572 case WINED3DSPR_DEPTHOUT
:
1573 sprintf(register_name
, "gl_FragDepth");
1576 case WINED3DSPR_ATTROUT
:
1577 if (!reg
->idx
[0].offset
)
1578 sprintf(register_name
, "%s_out[8]", prefix
);
1580 sprintf(register_name
, "%s_out[9]", prefix
);
1583 case WINED3DSPR_TEXCRDOUT
:
1584 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1585 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1588 case WINED3DSPR_MISCTYPE
:
1589 if (!reg
->idx
[0].offset
)
1592 sprintf(register_name
, "vpos");
1594 else if (reg
->idx
[0].offset
== 1)
1596 /* Note that gl_FrontFacing is a bool, while vFace is
1597 * a float for which the sign determines front/back */
1598 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1602 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1603 sprintf(register_name
, "unrecognized_register");
1607 case WINED3DSPR_IMMCONST
:
1608 switch (reg
->immconst_type
)
1610 case WINED3D_IMMCONST_SCALAR
:
1611 switch (reg
->data_type
)
1613 case WINED3D_DATA_FLOAT
:
1614 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1616 case WINED3D_DATA_INT
:
1617 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1619 case WINED3D_DATA_RESOURCE
:
1620 case WINED3D_DATA_SAMPLER
:
1621 case WINED3D_DATA_UINT
:
1622 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1625 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1630 case WINED3D_IMMCONST_VEC4
:
1631 switch (reg
->data_type
)
1633 case WINED3D_DATA_FLOAT
:
1634 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1635 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1636 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1637 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1638 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1639 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1641 case WINED3D_DATA_INT
:
1642 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1643 reg
->immconst_data
[0], reg
->immconst_data
[1],
1644 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1646 case WINED3D_DATA_RESOURCE
:
1647 case WINED3D_DATA_SAMPLER
:
1648 case WINED3D_DATA_UINT
:
1649 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1650 reg
->immconst_data
[0], reg
->immconst_data
[1],
1651 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1654 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1660 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1661 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1665 case WINED3DSPR_CONSTBUFFER
:
1666 if (reg
->idx
[1].rel_addr
)
1667 sprintf(register_name
, "%s_cb%u[%s + %u]",
1668 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1670 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1673 case WINED3DSPR_PRIMID
:
1674 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1678 FIXME("Unhandled register type %#x.\n", reg
->type
);
1679 sprintf(register_name
, "unrecognized_register");
1684 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1687 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1688 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1689 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1690 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1694 /* Get the GLSL write mask for the destination register */
1695 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1697 DWORD mask
= param
->write_mask
;
1699 if (shader_is_scalar(¶m
->reg
))
1701 mask
= WINED3DSP_WRITEMASK_0
;
1706 shader_glsl_write_mask_to_str(mask
, write_mask
);
1712 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1713 unsigned int size
= 0;
1715 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1716 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1717 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1718 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1723 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1725 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1726 * but addressed as "rgba". To fix this we need to swap the register's x
1727 * and z components. */
1728 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1731 /* swizzle bits fields: wwzzyyxx */
1732 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1733 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1734 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1735 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1739 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1740 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1742 if (shader_is_scalar(¶m
->reg
))
1743 *swizzle_str
= '\0';
1745 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1748 /* From a given parameter token, generate the corresponding GLSL string.
1749 * Also, return the actual register name and swizzle in case the
1750 * caller needs this information as well. */
1751 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1752 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1754 BOOL is_color
= FALSE
;
1755 char swizzle_str
[6];
1757 glsl_src
->reg_name
[0] = '\0';
1758 glsl_src
->param_str
[0] = '\0';
1759 swizzle_str
[0] = '\0';
1761 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1762 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1764 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1766 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1770 char param_str
[200];
1772 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1774 switch (wined3d_src
->reg
.data_type
)
1776 case WINED3D_DATA_FLOAT
:
1777 sprintf(glsl_src
->param_str
, "%s", param_str
);
1779 case WINED3D_DATA_INT
:
1780 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1782 case WINED3D_DATA_RESOURCE
:
1783 case WINED3D_DATA_SAMPLER
:
1784 case WINED3D_DATA_UINT
:
1785 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1788 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1789 sprintf(glsl_src
->param_str
, "%s", param_str
);
1795 /* From a given parameter token, generate the corresponding GLSL string.
1796 * Also, return the actual register name and swizzle in case the
1797 * caller needs this information as well. */
1798 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1799 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1801 BOOL is_color
= FALSE
;
1803 glsl_dst
->mask_str
[0] = '\0';
1804 glsl_dst
->reg_name
[0] = '\0';
1806 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1807 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1810 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1811 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1812 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1814 struct glsl_dst_param glsl_dst
;
1817 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1819 switch (dst
->reg
.data_type
)
1821 case WINED3D_DATA_FLOAT
:
1822 shader_addline(buffer
, "%s%s = %s(",
1823 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1825 case WINED3D_DATA_INT
:
1826 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1827 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1829 case WINED3D_DATA_RESOURCE
:
1830 case WINED3D_DATA_SAMPLER
:
1831 case WINED3D_DATA_UINT
:
1832 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1833 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1836 FIXME("Unhandled data type %#x.\n", dst
->reg
.data_type
);
1837 shader_addline(buffer
, "%s%s = %s(",
1838 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1846 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1847 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1849 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1852 /** Process GLSL instruction modifiers */
1853 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1855 struct glsl_dst_param dst_param
;
1858 if (!ins
->dst_count
) return;
1860 modifiers
= ins
->dst
[0].modifiers
;
1861 if (!modifiers
) return;
1863 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1865 if (modifiers
& WINED3DSPDM_SATURATE
)
1867 /* _SAT means to clamp the value of the register to between 0 and 1 */
1868 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1869 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1872 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1874 FIXME("_centroid modifier not handled\n");
1877 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1879 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1883 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1887 case WINED3D_SHADER_REL_OP_GT
: return ">";
1888 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1889 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1890 case WINED3D_SHADER_REL_OP_LT
: return "<";
1891 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1892 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1894 FIXME("Unrecognized operator %#x.\n", op
);
1899 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1900 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1902 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1903 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1904 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1905 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1906 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1907 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1908 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1909 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1911 /* Note that there's no such thing as a projected cube texture. */
1912 switch(sampler_type
) {
1918 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1922 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1923 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1924 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1925 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1928 FIXME("Unsupported 1D shadow grad function.\n");
1929 sample_function
->name
= "unsupported1DGrad";
1934 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1936 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1942 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1946 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1947 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1948 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1949 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1952 FIXME("Unsupported 1D grad function.\n");
1953 sample_function
->name
= "unsupported1DGrad";
1958 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1960 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1971 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1975 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1976 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1977 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1978 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1981 FIXME("Unsupported RECT shadow grad function.\n");
1982 sample_function
->name
= "unsupported2DRectGrad";
1987 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1994 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1998 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1999 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2000 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2001 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2004 FIXME("Unsupported 2D shadow grad function.\n");
2005 sample_function
->name
= "unsupported2DGrad";
2010 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2013 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2021 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2025 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2026 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2027 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2028 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2031 FIXME("Unsupported RECT grad function.\n");
2032 sample_function
->name
= "unsupported2DRectGrad";
2037 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2044 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2048 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2049 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2050 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2051 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2054 FIXME("Unsupported 2D grad function.\n");
2055 sample_function
->name
= "unsupported2DGrad";
2060 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2063 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2067 case WINED3DSTT_CUBE
:
2070 FIXME("Unsupported Cube shadow function.\n");
2071 sample_function
->name
= "unsupportedCubeShadow";
2072 sample_function
->coord_mask
= 0;
2078 sample_function
->name
= "textureCubeLod";
2082 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2083 sample_function
->name
= "textureCubeGrad";
2084 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2085 sample_function
->name
= "textureCubeGradARB";
2088 FIXME("Unsupported Cube grad function.\n");
2089 sample_function
->name
= "unsupportedCubeGrad";
2094 sample_function
->name
= "textureCube";
2096 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2100 case WINED3DSTT_VOLUME
:
2103 FIXME("Unsupported 3D shadow function.\n");
2104 sample_function
->name
= "unsupported3DShadow";
2105 sample_function
->coord_mask
= 0;
2111 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2115 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2116 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2117 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2118 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2121 FIXME("Unsupported 3D grad function.\n");
2122 sample_function
->name
= "unsupported3DGrad";
2127 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2129 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2134 sample_function
->name
= "";
2135 sample_function
->coord_mask
= 0;
2136 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
2141 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2142 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2144 switch(channel_source
)
2146 case CHANNEL_SOURCE_ZERO
:
2147 strcat(arguments
, "0.0");
2150 case CHANNEL_SOURCE_ONE
:
2151 strcat(arguments
, "1.0");
2154 case CHANNEL_SOURCE_X
:
2155 strcat(arguments
, reg_name
);
2156 strcat(arguments
, ".x");
2159 case CHANNEL_SOURCE_Y
:
2160 strcat(arguments
, reg_name
);
2161 strcat(arguments
, ".y");
2164 case CHANNEL_SOURCE_Z
:
2165 strcat(arguments
, reg_name
);
2166 strcat(arguments
, ".z");
2169 case CHANNEL_SOURCE_W
:
2170 strcat(arguments
, reg_name
);
2171 strcat(arguments
, ".w");
2175 FIXME("Unhandled channel source %#x\n", channel_source
);
2176 strcat(arguments
, "undefined");
2180 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2183 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2184 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2186 unsigned int mask_size
, remaining
;
2187 DWORD fixup_mask
= 0;
2188 char arguments
[256];
2191 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2192 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2193 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2194 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2195 if (!(mask
&= fixup_mask
))
2198 if (is_complex_fixup(fixup
))
2200 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2201 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2205 shader_glsl_write_mask_to_str(mask
, mask_str
);
2206 mask_size
= shader_glsl_get_write_mask_size(mask
);
2208 arguments
[0] = '\0';
2209 remaining
= mask_size
;
2210 if (mask
& WINED3DSP_WRITEMASK_0
)
2212 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2213 if (--remaining
) strcat(arguments
, ", ");
2215 if (mask
& WINED3DSP_WRITEMASK_1
)
2217 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2218 if (--remaining
) strcat(arguments
, ", ");
2220 if (mask
& WINED3DSP_WRITEMASK_2
)
2222 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2223 if (--remaining
) strcat(arguments
, ", ");
2225 if (mask
& WINED3DSP_WRITEMASK_3
)
2227 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2228 if (--remaining
) strcat(arguments
, ", ");
2232 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2234 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2237 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2242 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2243 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2246 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2247 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2248 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2250 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2251 char dst_swizzle
[6];
2252 struct color_fixup_desc fixup
;
2253 BOOL np2_fixup
= FALSE
;
2256 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2258 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2260 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2261 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2263 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2265 FIXME("Biased sampling from NP2 textures is unsupported\n");
2273 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2276 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2278 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2279 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2281 va_start(args
, coord_reg_fmt
);
2282 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2286 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2289 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2290 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2292 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2293 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2294 } else if(dx
&& dy
) {
2295 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2297 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2301 if(!is_identity_fixup(fixup
)) {
2302 shader_glsl_color_correction(ins
, fixup
);
2306 /*****************************************************************************
2307 * Begin processing individual instruction opcodes
2308 ****************************************************************************/
2310 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2312 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2313 struct glsl_src_param src0_param
;
2314 struct glsl_src_param src1_param
;
2318 /* Determine the GLSL operator to use based on the opcode */
2319 switch (ins
->handler_idx
)
2321 case WINED3DSIH_ADD
: op
= "+"; break;
2322 case WINED3DSIH_AND
: op
= "&"; break;
2323 case WINED3DSIH_DIV
: op
= "/"; break;
2324 case WINED3DSIH_IADD
: op
= "+"; break;
2325 case WINED3DSIH_MUL
: op
= "*"; break;
2326 case WINED3DSIH_SUB
: op
= "-"; break;
2327 case WINED3DSIH_USHR
: op
= ">>"; break;
2328 case WINED3DSIH_XOR
: op
= "^"; break;
2330 op
= "<unhandled operator>";
2331 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2335 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2336 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2337 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2338 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2341 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2343 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2344 struct glsl_src_param src0_param
;
2345 struct glsl_src_param src1_param
;
2346 unsigned int mask_size
;
2350 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2351 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2352 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2353 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2357 switch (ins
->handler_idx
)
2359 case WINED3DSIH_EQ
: op
= "equal"; break;
2360 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2361 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2362 case WINED3DSIH_LT
: op
= "lessThan"; break;
2364 op
= "<unhandled operator>";
2365 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2369 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2370 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2374 switch (ins
->handler_idx
)
2376 case WINED3DSIH_EQ
: op
= "=="; break;
2377 case WINED3DSIH_GE
: op
= ">="; break;
2378 case WINED3DSIH_IGE
: op
= ">="; break;
2379 case WINED3DSIH_LT
: op
= "<"; break;
2381 op
= "<unhandled operator>";
2382 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2386 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2387 src0_param
.param_str
, op
, src1_param
.param_str
);
2391 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2393 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2394 struct glsl_src_param src0_param
;
2395 struct glsl_src_param src1_param
;
2398 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2399 * not, we can emulate it. */
2400 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2401 FIXME("64-bit integer multiplies not implemented.\n");
2403 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2405 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2406 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2407 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2409 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2410 src0_param
.param_str
, src1_param
.param_str
);
2414 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2416 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2417 struct glsl_src_param src0_param
, src1_param
;
2420 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2423 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2427 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2428 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2429 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2430 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2431 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2433 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2434 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2435 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2436 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2438 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2439 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2443 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2444 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2445 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2446 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2449 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2451 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2452 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2453 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2454 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2458 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2459 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2461 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2462 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2463 struct glsl_src_param src0_param
;
2466 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2467 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2469 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2470 * shader versions WINED3DSIO_MOVA is used for this. */
2471 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2472 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2473 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2475 /* This is a simple floor() */
2476 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2477 if (mask_size
> 1) {
2478 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2480 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2483 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2485 /* We need to *round* to the nearest int here. */
2486 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2488 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2491 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2493 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2498 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2499 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2501 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2502 src0_param
.param_str
, src0_param
.param_str
);
2507 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2511 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2512 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2514 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2515 struct glsl_src_param src0_param
;
2516 struct glsl_src_param src1_param
;
2517 DWORD dst_write_mask
, src_write_mask
;
2518 unsigned int dst_size
= 0;
2520 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2521 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2523 /* dp3 works on vec3, dp4 on vec4 */
2524 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2526 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2528 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2531 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2532 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2535 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2537 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2541 /* Note that this instruction has some restrictions. The destination write mask
2542 * can't contain the w component, and the source swizzles have to be .xyzw */
2543 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2545 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2546 struct glsl_src_param src0_param
;
2547 struct glsl_src_param src1_param
;
2550 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2551 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2552 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2553 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2554 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2557 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2559 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2562 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2563 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2564 * GLSL uses the value as-is. */
2565 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2567 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2568 struct glsl_src_param src0_param
;
2569 struct glsl_src_param src1_param
;
2570 DWORD dst_write_mask
;
2571 unsigned int dst_size
;
2573 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2574 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2576 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2577 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2581 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2582 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2586 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2587 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2591 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2592 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2593 * GLSL uses the value as-is. */
2594 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2596 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2597 struct glsl_src_param src0_param
;
2598 DWORD dst_write_mask
;
2599 unsigned int dst_size
;
2601 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2602 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2604 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2608 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2609 dst_size
, src0_param
.param_str
);
2613 shader_addline(buffer
, "log2(abs(%s)));\n",
2614 src0_param
.param_str
);
2618 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2619 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2621 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2622 struct glsl_src_param src_param
;
2623 const char *instruction
;
2627 /* Determine the GLSL function to use based on the opcode */
2628 /* TODO: Possibly make this a table for faster lookups */
2629 switch (ins
->handler_idx
)
2631 case WINED3DSIH_MIN
: instruction
= "min"; break;
2632 case WINED3DSIH_MAX
: instruction
= "max"; break;
2633 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2634 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2635 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2636 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2637 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2638 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2639 default: instruction
= "";
2640 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2644 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2646 shader_addline(buffer
, "%s(", instruction
);
2650 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2651 shader_addline(buffer
, "%s", src_param
.param_str
);
2652 for (i
= 1; i
< ins
->src_count
; ++i
)
2654 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2655 shader_addline(buffer
, ", %s", src_param
.param_str
);
2659 shader_addline(buffer
, "));\n");
2662 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2664 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2666 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2667 struct glsl_src_param src_param
;
2668 unsigned int mask_size
;
2672 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2673 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2674 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2676 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2677 src_param
.param_str
, src_param
.param_str
);
2678 shader_glsl_append_dst(buffer
, ins
);
2682 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2683 mask_size
, src_param
.param_str
);
2687 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2688 src_param
.param_str
);
2692 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2693 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2694 * dst.x = 2^(floor(src))
2695 * dst.y = src - floor(src)
2696 * dst.z = 2^src (partial precision is allowed, but optional)
2698 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2699 * dst = 2^src; (partial precision is allowed, but optional)
2701 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2703 struct glsl_src_param src_param
;
2705 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2707 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2711 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2712 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2713 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2714 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2716 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2717 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2718 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2721 unsigned int mask_size
;
2723 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2724 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2726 if (mask_size
> 1) {
2727 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2729 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2734 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2736 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2737 struct glsl_src_param src_param
;
2738 unsigned int mask_size
;
2741 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2742 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2743 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2746 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2748 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2751 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2753 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2754 struct glsl_src_param src_param
;
2755 unsigned int mask_size
;
2758 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2759 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2760 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2763 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2765 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2768 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2769 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2771 struct glsl_src_param src_param
;
2773 unsigned int mask_size
;
2775 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2776 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2777 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2781 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2782 mask_size
, src_param
.param_str
);
2786 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2787 src_param
.param_str
);
2791 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2793 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2794 struct glsl_src_param src_param
;
2796 unsigned int mask_size
;
2798 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2799 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2801 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2805 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2806 mask_size
, src_param
.param_str
);
2810 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2811 src_param
.param_str
);
2815 /** Process signed comparison opcodes in GLSL. */
2816 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2818 struct glsl_src_param src0_param
;
2819 struct glsl_src_param src1_param
;
2821 unsigned int mask_size
;
2823 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2824 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2825 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2826 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2828 if (mask_size
> 1) {
2829 const char *compare
;
2831 switch(ins
->handler_idx
)
2833 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2834 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2835 default: compare
= "";
2836 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2839 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2840 src0_param
.param_str
, src1_param
.param_str
);
2842 switch(ins
->handler_idx
)
2844 case WINED3DSIH_SLT
:
2845 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2846 * to return 0.0 but step returns 1.0 because step is not < x
2847 * An alternative is a bvec compare padded with an unused second component.
2848 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2849 * issue. Playing with not() is not possible either because not() does not accept
2852 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2853 src0_param
.param_str
, src1_param
.param_str
);
2855 case WINED3DSIH_SGE
:
2856 /* Here we can use the step() function and safe a conditional */
2857 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2860 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2866 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2868 const char *condition_prefix
, *condition_suffix
;
2869 struct wined3d_shader_dst_param dst
;
2870 struct glsl_src_param src0_param
;
2871 struct glsl_src_param src1_param
;
2872 struct glsl_src_param src2_param
;
2873 BOOL temp_destination
= FALSE
;
2874 DWORD cmp_channel
= 0;
2879 switch (ins
->handler_idx
)
2881 case WINED3DSIH_CMP
:
2882 condition_prefix
= "";
2883 condition_suffix
= " >= 0.0";
2886 case WINED3DSIH_CND
:
2887 condition_prefix
= "";
2888 condition_suffix
= " > 0.5";
2891 case WINED3DSIH_MOVC
:
2892 condition_prefix
= "bool(";
2893 condition_suffix
= ")";
2897 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2898 condition_prefix
= "<unhandled prefix>";
2899 condition_suffix
= "<unhandled suffix>";
2903 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2905 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2906 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2907 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2908 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2910 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2911 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2912 src1_param
.param_str
, src2_param
.param_str
);
2918 /* Splitting the instruction up in multiple lines imposes a problem:
2919 * The first lines may overwrite source parameters of the following lines.
2920 * Deal with that by using a temporary destination register if needed. */
2921 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2922 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2923 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2924 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2925 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2926 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2927 temp_destination
= TRUE
;
2929 /* Cycle through all source0 channels. */
2930 for (i
= 0; i
< 4; ++i
)
2933 /* Find the destination channels which use the current source0 channel. */
2934 for (j
= 0; j
< 4; ++j
)
2936 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2938 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2939 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2942 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2944 if (temp_destination
)
2946 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2948 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2950 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
)))
2953 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2954 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2955 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2957 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2958 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2959 src1_param
.param_str
, src2_param
.param_str
);
2962 if (temp_destination
)
2964 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2965 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2966 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2970 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2971 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2972 * the compare is done per component of src0. */
2973 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2975 struct glsl_src_param src0_param
;
2976 struct glsl_src_param src1_param
;
2977 struct glsl_src_param src2_param
;
2979 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2980 ins
->ctx
->reg_maps
->shader_version
.minor
);
2982 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2984 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2985 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2986 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2987 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2989 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
2990 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2992 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2993 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2997 shader_glsl_conditional_move(ins
);
3000 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3001 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3003 struct glsl_src_param src0_param
;
3004 struct glsl_src_param src1_param
;
3005 struct glsl_src_param src2_param
;
3008 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3009 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3010 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3011 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3012 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3013 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3016 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3017 Vertex shaders to GLSL codes */
3018 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3021 int nComponents
= 0;
3022 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3023 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3024 struct wined3d_shader_instruction tmp_ins
;
3026 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3028 /* Set constants for the temporary argument */
3029 tmp_ins
.ctx
= ins
->ctx
;
3030 tmp_ins
.dst_count
= 1;
3031 tmp_ins
.dst
= &tmp_dst
;
3032 tmp_ins
.src_count
= 2;
3033 tmp_ins
.src
= tmp_src
;
3035 switch(ins
->handler_idx
)
3037 case WINED3DSIH_M4x4
:
3039 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3041 case WINED3DSIH_M4x3
:
3043 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3045 case WINED3DSIH_M3x4
:
3047 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3049 case WINED3DSIH_M3x3
:
3051 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3053 case WINED3DSIH_M3x2
:
3055 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3061 tmp_dst
= ins
->dst
[0];
3062 tmp_src
[0] = ins
->src
[0];
3063 tmp_src
[1] = ins
->src
[1];
3064 for (i
= 0; i
< nComponents
; ++i
)
3066 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3067 shader_glsl_dot(&tmp_ins
);
3068 ++tmp_src
[1].reg
.idx
[0].offset
;
3073 The LRP instruction performs a component-wise linear interpolation
3074 between the second and third operands using the first operand as the
3075 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3076 This is equivalent to mix(src2, src1, src0);
3078 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3080 struct glsl_src_param src0_param
;
3081 struct glsl_src_param src1_param
;
3082 struct glsl_src_param src2_param
;
3085 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3087 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3088 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3089 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3091 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3092 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3095 /** Process the WINED3DSIO_LIT instruction in GLSL:
3096 * dst.x = dst.w = 1.0
3097 * dst.y = (src0.x > 0) ? src0.x
3098 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3099 * where src.w is clamped at +- 128
3101 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3103 struct glsl_src_param src0_param
;
3104 struct glsl_src_param src1_param
;
3105 struct glsl_src_param src3_param
;
3108 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3109 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3111 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3112 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3113 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3115 /* The sdk specifies the instruction like this
3117 * if(src.x > 0.0) dst.y = src.x
3119 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3122 * (where power = src.w clamped between -128 and 128)
3124 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3125 * dst.x = 1.0 ... No further explanation needed
3126 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3127 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3128 * dst.w = 1.0. ... Nothing fancy.
3130 * So we still have one conditional in there. So do this:
3131 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3133 * 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),
3134 * 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.
3135 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3137 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3138 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3139 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3141 shader_addline(ins
->ctx
->buffer
,
3142 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3143 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3144 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3145 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3148 /** Process the WINED3DSIO_DST instruction in GLSL:
3150 * dst.y = src0.x * src0.y
3154 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3156 struct glsl_src_param src0y_param
;
3157 struct glsl_src_param src0z_param
;
3158 struct glsl_src_param src1y_param
;
3159 struct glsl_src_param src1w_param
;
3162 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3163 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3165 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3166 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3167 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3168 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3170 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3171 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3174 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3175 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3176 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3178 * dst.x = cos(src0.?)
3179 * dst.y = sin(src0.?)
3183 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3185 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3186 struct glsl_src_param src0_param
;
3189 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3191 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3193 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3196 case WINED3DSP_WRITEMASK_0
:
3197 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3200 case WINED3DSP_WRITEMASK_1
:
3201 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3204 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3205 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3206 src0_param
.param_str
, src0_param
.param_str
);
3210 ERR("Write mask should be .x, .y or .xy\n");
3217 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3220 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3224 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3225 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3226 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3228 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3229 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3230 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3232 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3233 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3237 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3238 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3239 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3242 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3244 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3245 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3246 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3250 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3251 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3252 * generate invalid code
3254 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3256 struct glsl_src_param src0_param
;
3259 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3260 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3262 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3265 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3266 * Start a for() loop where src1.y is the initial value of aL,
3267 * increment aL by src1.z for a total of src1.x iterations.
3268 * Need to use a temporary variable for this operation.
3270 /* FIXME: I don't think nested loops will work correctly this way. */
3271 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3273 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3274 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3275 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3276 const struct wined3d_shader_lconst
*constant
;
3277 struct glsl_src_param src1_param
;
3278 const DWORD
*control_values
= NULL
;
3280 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3282 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3284 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3285 * class hardware doesn't support real varying indexing, but Microsoft
3286 * designed this feature for Shader model 2.x+. If the loop control is
3287 * known at compile time, the GLSL compiler can unroll the loop, and
3288 * replace indirect addressing with direct addressing. */
3289 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3291 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3293 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3295 control_values
= constant
->value
;
3303 struct wined3d_shader_loop_control loop_control
;
3304 loop_control
.count
= control_values
[0];
3305 loop_control
.start
= control_values
[1];
3306 loop_control
.step
= (int)control_values
[2];
3308 if (loop_control
.step
> 0)
3310 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3311 loop_state
->current_depth
, loop_control
.start
,
3312 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3313 loop_state
->current_depth
, loop_control
.step
);
3315 else if (loop_control
.step
< 0)
3317 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3318 loop_state
->current_depth
, loop_control
.start
,
3319 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3320 loop_state
->current_depth
, loop_control
.step
);
3324 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3325 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3326 loop_state
->current_depth
, loop_control
.count
,
3327 loop_state
->current_depth
);
3332 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3333 loop_state
->current_depth
, loop_state
->current_reg
,
3334 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3335 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3338 ++loop_state
->current_reg
;
3342 shader_addline(buffer
, "for (;;)\n{\n");
3345 ++loop_state
->current_depth
;
3348 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3350 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3352 shader_addline(ins
->ctx
->buffer
, "}\n");
3354 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3356 --loop_state
->current_depth
;
3357 --loop_state
->current_reg
;
3360 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3362 --loop_state
->current_depth
;
3366 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3368 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3369 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3370 const struct wined3d_shader_lconst
*constant
;
3371 struct glsl_src_param src0_param
;
3372 const DWORD
*control_values
= NULL
;
3374 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3375 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3377 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3379 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3381 control_values
= constant
->value
;
3389 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3390 loop_state
->current_depth
, loop_state
->current_depth
,
3391 control_values
[0], loop_state
->current_depth
);
3395 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3396 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3397 loop_state
->current_depth
, loop_state
->current_depth
,
3398 src0_param
.param_str
, loop_state
->current_depth
);
3401 ++loop_state
->current_depth
;
3404 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3406 struct glsl_src_param src0_param
;
3408 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3409 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
3412 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3414 struct glsl_src_param src0_param
;
3415 struct glsl_src_param src1_param
;
3417 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3418 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3420 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3421 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3424 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3426 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3429 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3431 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3434 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3436 shader_addline(ins
->ctx
->buffer
, "break;\n");
3439 /* FIXME: According to MSDN the compare is done per component. */
3440 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3442 struct glsl_src_param src0_param
;
3443 struct glsl_src_param src1_param
;
3445 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3446 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3448 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3449 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3452 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3454 struct glsl_src_param src_param
;
3456 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3457 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3460 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3462 shader_addline(ins
->ctx
->buffer
, "}\n");
3463 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3466 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3468 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3471 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3473 struct glsl_src_param src1_param
;
3475 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3476 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3477 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3480 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3482 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3483 * function only suppresses the unhandled instruction warning
3487 /*********************************************
3488 * Pixel Shader Specific Code begins here
3489 ********************************************/
3490 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3492 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3493 ins
->ctx
->reg_maps
->shader_version
.minor
);
3494 struct glsl_sample_function sample_function
;
3495 DWORD sample_flags
= 0;
3497 DWORD mask
= 0, swizzle
;
3498 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3500 /* 1.0-1.4: Use destination register as sampler source.
3501 * 2.0+: Use provided sampler source. */
3502 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3503 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3505 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3507 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3509 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3510 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3511 enum wined3d_sampler_texture_type sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3513 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3514 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
)
3516 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3517 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3519 case WINED3D_TTFF_COUNT1
:
3520 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3522 case WINED3D_TTFF_COUNT2
:
3523 mask
= WINED3DSP_WRITEMASK_1
;
3525 case WINED3D_TTFF_COUNT3
:
3526 mask
= WINED3DSP_WRITEMASK_2
;
3528 case WINED3D_TTFF_COUNT4
:
3529 case WINED3D_TTFF_DISABLE
:
3530 mask
= WINED3DSP_WRITEMASK_3
;
3535 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3537 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3539 if (src_mod
== WINED3DSPSM_DZ
) {
3540 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3541 mask
= WINED3DSP_WRITEMASK_2
;
3542 } else if (src_mod
== WINED3DSPSM_DW
) {
3543 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3544 mask
= WINED3DSP_WRITEMASK_3
;
3549 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3550 && ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
] != WINED3DSTT_CUBE
)
3552 /* ps 2.0 texldp instruction always divides by the fourth component. */
3553 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3554 mask
= WINED3DSP_WRITEMASK_3
;
3558 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3559 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3561 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3562 mask
|= sample_function
.coord_mask
;
3564 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3565 else swizzle
= ins
->src
[1].swizzle
;
3567 /* 1.0-1.3: Use destination register as coordinate source.
3568 1.4+: Use provided coordinate source register. */
3569 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3572 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3573 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3574 "T%u%s", sampler_idx
, coord_mask
);
3578 struct glsl_src_param coord_param
;
3579 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3580 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3582 struct glsl_src_param bias
;
3583 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3584 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3585 "%s", coord_param
.param_str
);
3587 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3588 "%s", coord_param
.param_str
);
3593 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3595 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3596 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3597 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3598 struct glsl_sample_function sample_function
;
3600 DWORD swizzle
= ins
->src
[1].swizzle
;
3601 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3603 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3605 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3606 shader_glsl_tex(ins
);
3610 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3611 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3612 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3614 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3615 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3616 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3617 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3619 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3620 "%s", coord_param
.param_str
);
3623 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3625 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3626 struct glsl_src_param coord_param
, lod_param
;
3627 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3628 struct glsl_sample_function sample_function
;
3630 DWORD swizzle
= ins
->src
[1].swizzle
;
3631 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3633 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3634 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3635 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3636 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3638 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3639 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3641 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3643 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3644 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3646 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3647 * However, the NVIDIA drivers allow them in fragment shaders as well,
3648 * even without the appropriate extension. */
3649 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3651 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3652 "%s", coord_param
.param_str
);
3655 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3657 /* FIXME: Make this work for more than just 2D textures */
3658 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3659 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3661 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3665 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3666 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3667 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3671 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3672 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3673 char dst_swizzle
[6];
3675 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3677 if (src_mod
== WINED3DSPSM_DZ
)
3679 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3680 struct glsl_src_param div_param
;
3682 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3684 if (mask_size
> 1) {
3685 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3687 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3690 else if (src_mod
== WINED3DSPSM_DW
)
3692 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3693 struct glsl_src_param div_param
;
3695 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3697 if (mask_size
> 1) {
3698 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3700 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3703 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3708 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3709 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3710 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3711 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3713 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3714 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3715 struct glsl_sample_function sample_function
;
3716 struct glsl_src_param src0_param
;
3719 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3721 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3722 * scalar, and projected sampling would require 4.
3724 * It is a dependent read - not valid with conditional NP2 textures
3726 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3727 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3732 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3733 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3737 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3738 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3742 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3743 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3747 FIXME("Unexpected mask size %u\n", mask_size
);
3752 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3753 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3754 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3756 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3757 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3758 struct glsl_src_param src0_param
;
3760 unsigned int mask_size
;
3762 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3763 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3764 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3766 if (mask_size
> 1) {
3767 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3769 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3773 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3774 * Calculate the depth as dst.x / dst.y */
3775 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3777 struct glsl_dst_param dst_param
;
3779 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3781 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3782 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3783 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3784 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3787 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3788 dst_param
.reg_name
, dst_param
.reg_name
);
3791 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3792 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3793 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3794 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3796 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3798 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3799 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3800 struct glsl_src_param src0_param
;
3802 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3804 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3805 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3808 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3809 * Calculate the 1st of a 2-row matrix multiplication. */
3810 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3812 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3813 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3814 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3815 struct glsl_src_param src0_param
;
3817 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3818 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3821 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3822 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3823 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3825 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3826 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3827 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3828 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3829 struct glsl_src_param src0_param
;
3831 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3832 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3833 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3836 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3838 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3839 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3840 struct glsl_sample_function sample_function
;
3841 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3842 struct glsl_src_param src0_param
;
3844 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3845 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3847 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3849 /* Sample the texture using the calculated coordinates */
3850 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3853 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3854 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3855 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3857 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3858 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3859 struct glsl_sample_function sample_function
;
3860 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3861 struct glsl_src_param src0_param
;
3863 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3864 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3866 /* Dependent read, not valid with conditional NP2 */
3867 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3869 /* Sample the texture using the calculated coordinates */
3870 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3872 tex_mx
->current_row
= 0;
3875 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3876 * Perform the 3rd row of a 3x3 matrix multiply */
3877 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3879 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3880 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3881 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3882 struct glsl_src_param src0_param
;
3885 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3887 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3888 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3889 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3891 tex_mx
->current_row
= 0;
3894 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3895 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3896 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3898 struct glsl_src_param src0_param
;
3899 struct glsl_src_param src1_param
;
3900 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3901 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3902 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3903 struct glsl_sample_function sample_function
;
3904 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3907 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3908 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3910 /* Perform the last matrix multiply operation */
3911 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3912 /* Reflection calculation */
3913 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3915 /* Dependent read, not valid with conditional NP2 */
3916 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3917 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3919 /* Sample the texture */
3920 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3921 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3923 tex_mx
->current_row
= 0;
3926 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3927 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3928 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3930 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3931 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3932 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3933 struct glsl_sample_function sample_function
;
3934 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3935 struct glsl_src_param src0_param
;
3938 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3940 /* Perform the last matrix multiply operation */
3941 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3943 /* Construct the eye-ray vector from w coordinates */
3944 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3945 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3946 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3948 /* Dependent read, not valid with conditional NP2 */
3949 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3950 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3952 /* Sample the texture using the calculated coordinates */
3953 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3954 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3956 tex_mx
->current_row
= 0;
3959 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3960 * Apply a fake bump map transform.
3961 * texbem is pshader <= 1.3 only, this saves a few version checks
3963 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3965 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3966 struct glsl_sample_function sample_function
;
3967 struct glsl_src_param coord_param
;
3973 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3974 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3975 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3977 /* Dependent read, not valid with conditional NP2 */
3978 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3979 mask
= sample_function
.coord_mask
;
3981 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3983 /* With projected textures, texbem only divides the static texture coord,
3984 * not the displacement, so we can't let GL handle this. */
3985 if (flags
& WINED3D_PSARGS_PROJECTED
)
3988 char coord_div_mask
[3];
3989 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3991 case WINED3D_TTFF_COUNT1
:
3992 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3994 case WINED3D_TTFF_COUNT2
:
3995 div_mask
= WINED3DSP_WRITEMASK_1
;
3997 case WINED3D_TTFF_COUNT3
:
3998 div_mask
= WINED3DSP_WRITEMASK_2
;
4000 case WINED3D_TTFF_COUNT4
:
4001 case WINED3D_TTFF_DISABLE
:
4002 div_mask
= WINED3DSP_WRITEMASK_3
;
4005 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4006 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4009 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4011 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4012 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4013 coord_param
.param_str
, coord_mask
);
4015 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4017 struct glsl_src_param luminance_param
;
4018 struct glsl_dst_param dst_param
;
4020 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4021 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4023 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4024 dst_param
.reg_name
, dst_param
.mask_str
,
4025 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4029 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4031 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4032 struct glsl_src_param src0_param
, src1_param
;
4034 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4035 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4037 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4038 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4039 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4042 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4043 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4044 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4046 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4047 struct glsl_sample_function sample_function
;
4048 struct glsl_src_param src0_param
;
4050 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4052 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4053 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4054 "%s.wx", src0_param
.reg_name
);
4057 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4058 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4059 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4061 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4062 struct glsl_sample_function sample_function
;
4063 struct glsl_src_param src0_param
;
4065 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4067 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4068 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4069 "%s.yz", src0_param
.reg_name
);
4072 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4073 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4074 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4076 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4077 struct glsl_sample_function sample_function
;
4078 struct glsl_src_param src0_param
;
4080 /* Dependent read, not valid with conditional NP2 */
4081 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4082 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4084 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4085 "%s", src0_param
.param_str
);
4088 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4089 * If any of the first 3 components are < 0, discard this pixel */
4090 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4092 struct glsl_dst_param dst_param
;
4094 /* The argument is a destination parameter, and no writemasks are allowed */
4095 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4096 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4098 /* 2.0 shaders compare all 4 components in texkill */
4099 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4101 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4102 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4103 * 4 components are defined, only the first 3 are used
4105 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4109 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4110 * dst = dot2(src0, src1) + src2 */
4111 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4113 struct glsl_src_param src0_param
;
4114 struct glsl_src_param src1_param
;
4115 struct glsl_src_param src2_param
;
4117 unsigned int mask_size
;
4119 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4120 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4122 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4123 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4124 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4126 if (mask_size
> 1) {
4127 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4128 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4130 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4131 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4135 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4136 const struct wined3d_shader_signature_element
*input_signature
,
4137 const struct wined3d_shader_reg_maps
*reg_maps
,
4138 enum vertexprocessing_mode vertexprocessing
)
4140 WORD map
= reg_maps
->input_registers
;
4143 for (i
= 0; map
; map
>>= 1, ++i
)
4145 const char *semantic_name
;
4150 if (!(map
& 1)) continue;
4152 semantic_name
= input_signature
[i
].semantic_name
;
4153 semantic_idx
= input_signature
[i
].semantic_idx
;
4154 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4156 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4158 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4159 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4160 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4162 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4163 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4165 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4168 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4169 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4170 else if (semantic_idx
== 1)
4171 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4172 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4174 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4175 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4179 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4180 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4185 /*********************************************
4186 * Vertex Shader Specific Code begins here
4187 ********************************************/
4189 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4191 struct glsl_program_key key
;
4193 key
.vs_id
= entry
->vs
.id
;
4194 key
.gs_id
= entry
->gs
.id
;
4195 key
.ps_id
= entry
->ps
.id
;
4197 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4199 ERR("Failed to insert program entry.\n");
4203 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4204 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4206 struct wine_rb_entry
*entry
;
4207 struct glsl_program_key key
;
4213 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4214 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4217 /* Context activation is done by the caller. */
4218 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4219 struct glsl_shader_prog_link
*entry
)
4221 struct glsl_program_key key
;
4223 key
.vs_id
= entry
->vs
.id
;
4224 key
.gs_id
= entry
->gs
.id
;
4225 key
.ps_id
= entry
->ps
.id
;
4226 wine_rb_remove(&priv
->program_lookup
, &key
);
4228 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4230 list_remove(&entry
->vs
.shader_entry
);
4232 list_remove(&entry
->gs
.shader_entry
);
4234 list_remove(&entry
->ps
.shader_entry
);
4235 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4236 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4237 HeapFree(GetProcessHeap(), 0, entry
);
4240 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4241 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4242 const struct wined3d_shader_signature_element
*input_signature
,
4243 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4244 const struct wined3d_shader_signature_element
*output_signature
,
4245 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4248 const char *semantic_name_in
;
4249 UINT semantic_idx_in
;
4252 unsigned int in_count
= vec4_varyings(3, gl_info
);
4254 char destination
[50];
4255 WORD input_map
, output_map
;
4257 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4259 input_map
= reg_maps_in
->input_registers
;
4260 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4262 if (!(input_map
& 1)) continue;
4265 /* Declared, but not read register */
4266 if (in_idx
== ~0U) continue;
4267 if (in_idx
>= (in_count
+ 2))
4269 FIXME("More input varyings declared than supported, expect issues.\n");
4273 if (in_idx
== in_count
)
4274 sprintf(destination
, "gl_FrontColor");
4275 else if (in_idx
== in_count
+ 1)
4276 sprintf(destination
, "gl_FrontSecondaryColor");
4278 sprintf(destination
, "ps_in[%u]", in_idx
);
4280 semantic_name_in
= input_signature
[i
].semantic_name
;
4281 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4284 output_map
= reg_maps_out
->output_registers
;
4285 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4289 if (!(output_map
& 1)
4290 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4291 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4292 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4296 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4298 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4299 destination
, reg_mask
, j
, reg_mask
);
4303 for (i
= 0; i
< in_count
+ 2; ++i
)
4307 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4310 if (set
[i
] == ~0U) set
[i
] = 0;
4313 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4314 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4315 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4316 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4317 reg_mask
[size
] = '\0';
4320 sprintf(destination
, "gl_FrontColor");
4321 else if (i
== in_count
+ 1)
4322 sprintf(destination
, "gl_FrontSecondaryColor");
4324 sprintf(destination
, "ps_in[%u]", i
);
4326 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4327 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4330 HeapFree(GetProcessHeap(), 0, set
);
4333 /* Context activation is done by the caller. */
4334 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4335 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4336 const struct wined3d_gl_info
*gl_info
)
4338 GLhandleARB ret
= 0;
4339 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4341 const char *semantic_name
;
4344 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4345 WORD map
= vs
->reg_maps
.output_registers
;
4347 shader_buffer_clear(buffer
);
4349 shader_addline(buffer
, "#version 120\n");
4353 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4355 for (i
= 0; map
; map
>>= 1, ++i
)
4359 if (!(map
& 1)) continue;
4361 semantic_name
= output_signature
[i
].semantic_name
;
4362 semantic_idx
= output_signature
[i
].semantic_idx
;
4363 write_mask
= output_signature
[i
].mask
;
4364 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4366 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4369 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4370 reg_mask
, i
, reg_mask
);
4371 else if (semantic_idx
== 1)
4372 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4373 reg_mask
, i
, reg_mask
);
4375 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4377 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4378 reg_mask
, i
, reg_mask
);
4380 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4382 if (semantic_idx
< 8)
4384 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4385 write_mask
|= WINED3DSP_WRITEMASK_3
;
4387 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4388 semantic_idx
, reg_mask
, i
, reg_mask
);
4389 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4390 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4393 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4395 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4397 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4399 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4402 shader_addline(buffer
, "}\n");
4406 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
4407 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4408 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4409 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4411 /* First, sort out position and point size. Those are not passed to the pixel shader */
4412 for (i
= 0; map
; map
>>= 1, ++i
)
4414 if (!(map
& 1)) continue;
4416 semantic_name
= output_signature
[i
].semantic_name
;
4417 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4419 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4421 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4422 reg_mask
, i
, reg_mask
);
4424 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4426 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4430 /* Then, fix the pixel shader input */
4431 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4432 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4434 shader_addline(buffer
, "}\n");
4437 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4438 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4439 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4444 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4446 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4447 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4448 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4449 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4450 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4451 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4454 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4458 case WINED3D_FFP_PS_FOG_OFF
:
4461 case WINED3D_FFP_PS_FOG_LINEAR
:
4462 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4465 case WINED3D_FFP_PS_FOG_EXP
:
4466 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4467 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4470 case WINED3D_FFP_PS_FOG_EXP2
:
4471 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4472 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4476 ERR("Invalid fog mode %#x.\n", mode
);
4480 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4483 /* Context activation is done by the caller. */
4484 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4485 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4486 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4488 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4489 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4490 const DWORD
*function
= shader
->function
;
4491 struct shader_glsl_ctx_priv priv_ctx
;
4493 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4494 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4496 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4497 priv_ctx
.cur_ps_args
= args
;
4498 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4500 shader_addline(buffer
, "#version 120\n");
4502 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4503 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4504 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4505 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4506 /* The spec says that it doesn't have to be explicitly enabled, but the
4507 * nvidia drivers write a warning if we don't do so. */
4508 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4509 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4510 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4511 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4513 /* Base Declarations */
4514 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4516 /* Pack 3.0 inputs */
4517 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4518 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4520 /* Base Shader Body */
4521 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4523 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4524 if (reg_maps
->shader_version
.major
< 2)
4526 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4527 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4530 if (args
->srgb_correction
)
4531 shader_glsl_generate_srgb_write_correction(buffer
);
4533 /* SM < 3 does not replace the fog stage. */
4534 if (reg_maps
->shader_version
.major
< 3)
4535 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4537 shader_addline(buffer
, "}\n");
4539 TRACE("Compiling shader object %u\n", shader_obj
);
4540 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4542 /* Store the shader object */
4546 /* Context activation is done by the caller. */
4547 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4548 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4549 const struct vs_compile_args
*args
)
4551 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4552 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4553 const DWORD
*function
= shader
->function
;
4554 struct shader_glsl_ctx_priv priv_ctx
;
4556 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4557 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4559 shader_addline(buffer
, "#version 120\n");
4561 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4562 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4563 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4564 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4566 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4567 priv_ctx
.cur_vs_args
= args
;
4569 /* Base Declarations */
4570 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4572 /* Base Shader Body */
4573 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4575 /* Unpack outputs */
4576 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4578 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4579 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4580 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4581 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4583 if (args
->fog_src
== VS_FOG_Z
)
4584 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4585 else if (!reg_maps
->fog
)
4586 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4588 /* We always store the clipplanes without y inversion */
4589 if (args
->clip_enabled
)
4590 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4592 /* Write the final position.
4594 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4595 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4596 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4597 * contains 1.0 to allow a mad.
4599 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4600 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4602 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4604 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4605 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4606 * which is the same as z = z * 2 - w.
4608 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4610 shader_addline(buffer
, "}\n");
4612 TRACE("Compiling shader object %u\n", shader_obj
);
4613 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4618 /* Context activation is done by the caller. */
4619 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4620 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4622 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4623 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4624 const DWORD
*function
= shader
->function
;
4625 struct shader_glsl_ctx_priv priv_ctx
;
4626 GLhandleARB shader_id
;
4628 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4630 shader_addline(buffer
, "#version 120\n");
4632 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4633 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4634 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4635 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4636 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4637 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4639 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4640 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4641 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4642 shader_addline(buffer
, "}\n");
4644 TRACE("Compiling shader object %u.\n", shader_id
);
4645 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4650 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4651 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4652 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4654 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4655 struct glsl_shader_private
*shader_data
;
4656 struct ps_np2fixup_info
*np2fixup
;
4661 if (!shader
->backend_data
)
4663 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4664 if (!shader
->backend_data
)
4666 ERR("Failed to allocate backend data.\n");
4670 shader_data
= shader
->backend_data
;
4671 gl_shaders
= shader_data
->gl_shaders
.ps
;
4673 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4674 * so a linear search is more performant than a hashmap or a binary search
4675 * (cache coherency etc)
4677 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4679 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4681 if (args
->np2_fixup
)
4682 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4683 return gl_shaders
[i
].prgId
;
4687 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4688 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4689 if (shader_data
->num_gl_shaders
)
4691 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4692 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4693 new_size
* sizeof(*gl_shaders
));
4697 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4702 ERR("Out of memory\n");
4705 shader_data
->gl_shaders
.ps
= new_array
;
4706 shader_data
->shader_array_size
= new_size
;
4707 gl_shaders
= new_array
;
4710 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4712 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4713 memset(np2fixup
, 0, sizeof(*np2fixup
));
4714 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4716 pixelshader_update_samplers(shader
, args
->tex_types
);
4718 shader_buffer_clear(buffer
);
4719 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4720 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4725 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4726 const DWORD use_map
) {
4727 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4728 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4729 return stored
->fog_src
== new->fog_src
;
4732 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4733 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4734 const struct vs_compile_args
*args
)
4738 DWORD use_map
= context
->stream_info
.use_map
;
4739 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4740 struct glsl_shader_private
*shader_data
;
4743 if (!shader
->backend_data
)
4745 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4746 if (!shader
->backend_data
)
4748 ERR("Failed to allocate backend data.\n");
4752 shader_data
= shader
->backend_data
;
4753 gl_shaders
= shader_data
->gl_shaders
.vs
;
4755 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4756 * so a linear search is more performant than a hashmap or a binary search
4757 * (cache coherency etc)
4759 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4761 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4762 return gl_shaders
[i
].prgId
;
4765 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4767 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4768 if (shader_data
->num_gl_shaders
)
4770 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4771 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4772 new_size
* sizeof(*gl_shaders
));
4776 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4781 ERR("Out of memory\n");
4784 shader_data
->gl_shaders
.vs
= new_array
;
4785 shader_data
->shader_array_size
= new_size
;
4786 gl_shaders
= new_array
;
4789 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4791 shader_buffer_clear(buffer
);
4792 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4793 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4798 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4799 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4801 struct glsl_gs_compiled_shader
*gl_shaders
;
4802 struct glsl_shader_private
*shader_data
;
4805 if (!shader
->backend_data
)
4807 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4809 ERR("Failed to allocate backend data.\n");
4813 shader_data
= shader
->backend_data
;
4814 gl_shaders
= shader_data
->gl_shaders
.gs
;
4816 if (shader_data
->num_gl_shaders
)
4817 return gl_shaders
[0].id
;
4819 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4821 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4823 ERR("Failed to allocate GL shader array.\n");
4826 shader_data
->shader_array_size
= 1;
4827 gl_shaders
= shader_data
->gl_shaders
.gs
;
4829 shader_buffer_clear(buffer
);
4830 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4831 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4836 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4840 case WINED3D_MCS_MATERIAL
:
4842 case WINED3D_MCS_COLOR1
:
4844 case WINED3D_MCS_COLOR2
:
4845 return "gl_SecondaryColor";
4847 ERR("Invalid material color source %#x.\n", mcs
);
4852 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4853 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4855 const char *diffuse
, *specular
, *emission
, *ambient
;
4856 enum wined3d_light_type light_type
;
4859 if (!settings
->lighting
)
4861 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4862 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4866 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4867 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4868 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4869 shader_addline(buffer
, "vec3 dir, dst;\n");
4870 shader_addline(buffer
, "float att, t;\n");
4872 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4873 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4874 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4875 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4877 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4879 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4882 case WINED3D_LIGHT_POINT
:
4883 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4884 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4885 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4886 shader_addline(buffer
, "dst.x = 1.0;\n");
4887 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4888 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4889 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4890 if (!settings
->normal
)
4892 shader_addline(buffer
, "dir = normalize(dir);\n");
4893 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4894 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4895 if (settings
->localviewer
)
4896 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4898 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4899 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4900 " * gl_LightSource[%u].specular) / att;\n", i
);
4903 case WINED3D_LIGHT_SPOT
:
4904 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4905 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4906 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4907 shader_addline(buffer
, "dst.x = 1.0;\n");
4908 shader_addline(buffer
, "dir = normalize(dir);\n");
4909 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4910 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4911 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4912 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4913 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4915 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4916 if (!settings
->normal
)
4918 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4919 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4920 if (settings
->localviewer
)
4921 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4923 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4924 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4925 " * gl_LightSource[%u].specular) * att;\n", i
);
4928 case WINED3D_LIGHT_DIRECTIONAL
:
4929 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4930 if (!settings
->normal
)
4932 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4933 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
4934 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
4935 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4936 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4937 " * gl_LightSource[%u].specular;\n", i
);
4942 FIXME("Unhandled light type %#x.\n", light_type
);
4947 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4948 ambient
, diffuse
, emission
);
4949 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4950 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4953 /* Context activation is done by the caller. */
4954 static GLhandleARB
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4955 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4957 GLhandleARB shader_obj
;
4960 shader_buffer_clear(buffer
);
4962 shader_addline(buffer
, "#version 120\n");
4963 shader_addline(buffer
, "\n");
4964 shader_addline(buffer
, "void main()\n{\n");
4965 shader_addline(buffer
, "float m;\n");
4966 shader_addline(buffer
, "vec3 r;\n");
4968 if (settings
->transformed
)
4970 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
4971 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4972 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
4976 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4977 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4978 if (settings
->clipping
)
4979 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4980 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4983 if (!settings
->normal
)
4984 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
4985 else if (settings
->normalize
)
4986 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
4988 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
4990 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
4992 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4994 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
4996 case WINED3DTSS_TCI_PASSTHRU
:
4997 if (settings
->texcoords
& (1 << i
))
4998 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
5002 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5003 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5006 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5007 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
5010 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5011 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5012 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5015 case WINED3DTSS_TCI_SPHEREMAP
:
5016 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5017 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5018 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5019 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5023 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5028 switch (settings
->fog_mode
)
5030 case WINED3D_FFP_VS_FOG_OFF
:
5033 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5034 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5037 case WINED3D_FFP_VS_FOG_RANGE
:
5038 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5041 case WINED3D_FFP_VS_FOG_DEPTH
:
5042 if (settings
->ortho_fog
)
5043 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5044 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5046 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5050 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5054 if (settings
->point_size
)
5056 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5057 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5058 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5059 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5062 shader_addline(buffer
, "}\n");
5064 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5065 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5070 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5071 DWORD argnum
, unsigned int stage
, DWORD arg
)
5075 if (arg
== ARG_UNUSED
)
5076 return "<unused arg>";
5078 switch (arg
& WINED3DTA_SELECTMASK
)
5080 case WINED3DTA_DIFFUSE
:
5084 case WINED3DTA_CURRENT
:
5091 case WINED3DTA_TEXTURE
:
5094 case 0: ret
= "tex0"; break;
5095 case 1: ret
= "tex1"; break;
5096 case 2: ret
= "tex2"; break;
5097 case 3: ret
= "tex3"; break;
5098 case 4: ret
= "tex4"; break;
5099 case 5: ret
= "tex5"; break;
5100 case 6: ret
= "tex6"; break;
5101 case 7: ret
= "tex7"; break;
5103 ret
= "<invalid texture>";
5108 case WINED3DTA_TFACTOR
:
5112 case WINED3DTA_SPECULAR
:
5113 ret
= "gl_SecondaryColor";
5116 case WINED3DTA_TEMP
:
5120 case WINED3DTA_CONSTANT
:
5121 FIXME("Per-stage constants not implemented.\n");
5124 case 0: ret
= "const0"; break;
5125 case 1: ret
= "const1"; break;
5126 case 2: ret
= "const2"; break;
5127 case 3: ret
= "const3"; break;
5128 case 4: ret
= "const4"; break;
5129 case 5: ret
= "const5"; break;
5130 case 6: ret
= "const6"; break;
5131 case 7: ret
= "const7"; break;
5133 ret
= "<invalid constant>";
5139 return "<unhandled arg>";
5142 if (arg
& WINED3DTA_COMPLEMENT
)
5144 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5147 else if (argnum
== 1)
5149 else if (argnum
== 2)
5153 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5155 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5158 else if (argnum
== 1)
5160 else if (argnum
== 2)
5167 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5168 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5170 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5180 dstreg
= "temp_reg";
5184 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5185 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5186 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5190 case WINED3D_TOP_DISABLE
:
5192 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5195 case WINED3D_TOP_SELECT_ARG1
:
5196 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5199 case WINED3D_TOP_SELECT_ARG2
:
5200 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5203 case WINED3D_TOP_MODULATE
:
5204 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5207 case WINED3D_TOP_MODULATE_4X
:
5208 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5209 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5212 case WINED3D_TOP_MODULATE_2X
:
5213 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5214 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5217 case WINED3D_TOP_ADD
:
5218 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5219 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5222 case WINED3D_TOP_ADD_SIGNED
:
5223 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5224 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5227 case WINED3D_TOP_ADD_SIGNED_2X
:
5228 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5229 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5232 case WINED3D_TOP_SUBTRACT
:
5233 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5234 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5237 case WINED3D_TOP_ADD_SMOOTH
:
5238 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5239 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5242 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5243 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5244 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5245 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5248 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5249 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5250 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5251 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5254 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5255 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5256 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5257 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5260 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5261 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5262 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5263 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5266 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5267 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5268 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5269 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5272 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5273 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5274 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5277 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5278 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5279 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5282 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5283 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5284 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5286 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5287 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5288 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5291 case WINED3D_TOP_BUMPENVMAP
:
5292 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5293 /* These are handled in the first pass, nothing to do. */
5296 case WINED3D_TOP_DOTPRODUCT3
:
5297 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5298 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5301 case WINED3D_TOP_MULTIPLY_ADD
:
5302 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5303 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5306 case WINED3D_TOP_LERP
:
5307 /* MSDN isn't quite right here. */
5308 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5309 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5313 FIXME("Unhandled operation %#x.\n", op
);
5318 /* Context activation is done by the caller. */
5319 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5320 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5322 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5323 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0;
5324 const char *final_combiner_src
= "ret";
5325 UINT lowest_disabled_stage
;
5326 GLhandleARB shader_obj
;
5327 DWORD arg0
, arg1
, arg2
;
5330 shader_buffer_clear(buffer
);
5332 /* Find out which textures are read */
5333 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5335 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5338 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5339 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5340 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5342 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5343 tex_map
|= 1 << stage
;
5344 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5345 tfactor_used
= TRUE
;
5346 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5347 tempreg_used
= TRUE
;
5348 if (settings
->op
[stage
].dst
== tempreg
)
5349 tempreg_used
= TRUE
;
5351 switch (settings
->op
[stage
].cop
)
5353 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5354 lum_map
|= 1 << stage
;
5356 case WINED3D_TOP_BUMPENVMAP
:
5357 bump_map
|= 1 << stage
;
5359 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5360 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5361 tex_map
|= 1 << stage
;
5364 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5365 tfactor_used
= TRUE
;
5372 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5375 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5376 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5377 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5379 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5380 tex_map
|= 1 << stage
;
5381 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5382 tfactor_used
= TRUE
;
5383 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5384 tempreg_used
= TRUE
;
5386 lowest_disabled_stage
= stage
;
5388 shader_addline(buffer
, "#version 120\n");
5390 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5391 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5393 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5394 shader_addline(buffer
, "vec4 ret;\n");
5395 if (tempreg_used
|| settings
->sRGB_write
)
5396 shader_addline(buffer
, "vec4 temp_reg;\n");
5397 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5399 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5401 if (!(tex_map
& (1 << stage
)))
5404 switch (settings
->op
[stage
].tex_type
)
5407 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5410 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5413 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5416 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5419 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5422 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5426 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5428 if (!(bump_map
& (1 << stage
)))
5430 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5432 if (!(lum_map
& (1 << stage
)))
5434 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5435 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5438 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5439 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5441 if (settings
->sRGB_write
)
5443 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5444 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5445 shader_addline(buffer
, ";\n");
5446 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5447 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5448 shader_addline(buffer
, ";\n");
5451 shader_addline(buffer
, "void main()\n{\n");
5453 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5454 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5456 /* Generate texture sampling instructions) */
5457 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5459 const char *texture_function
, *coord_mask
;
5460 char tex_reg_name
[8];
5463 if (!(tex_map
& (1 << stage
)))
5466 if (settings
->op
[stage
].projected
== proj_none
)
5470 else if (settings
->op
[stage
].projected
== proj_count4
5471 || settings
->op
[stage
].projected
== proj_count3
)
5477 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5481 switch (settings
->op
[stage
].tex_type
)
5486 texture_function
= "texture1DProj";
5491 texture_function
= "texture1D";
5498 texture_function
= "texture2DProj";
5503 texture_function
= "texture2D";
5510 texture_function
= "texture3DProj";
5511 coord_mask
= "xyzw";
5515 texture_function
= "texture3D";
5520 texture_function
= "textureCube";
5526 texture_function
= "texture2DRectProj";
5531 texture_function
= "texture2DRect";
5536 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5537 texture_function
= "";
5538 coord_mask
= "xyzw";
5543 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5544 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5546 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5548 /* With projective textures, texbem only divides the static
5549 * texture coord, not the displacement, so multiply the
5550 * displacement with the dividing parameter before passing it to
5552 if (settings
->op
[stage
].projected
!= proj_none
)
5554 if (settings
->op
[stage
].projected
== proj_count4
)
5556 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5558 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5562 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5564 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5569 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5572 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5573 stage
, texture_function
, stage
, coord_mask
);
5575 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5576 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5577 stage
, stage
- 1, stage
- 1, stage
- 1);
5579 else if (settings
->op
[stage
].projected
== proj_count3
)
5581 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5582 stage
, texture_function
, stage
, stage
);
5586 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5587 stage
, texture_function
, stage
, stage
, coord_mask
);
5590 sprintf(tex_reg_name
, "tex%u", stage
);
5591 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5592 settings
->op
[stage
].color_fixup
);
5595 /* Generate the main shader */
5596 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5600 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5603 final_combiner_src
= "gl_Color";
5607 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5608 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5609 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5610 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5611 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5612 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5613 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5614 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5615 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5616 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5617 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5618 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5620 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5621 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5622 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5623 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5625 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5627 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5628 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5629 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5631 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5635 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5636 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5637 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5641 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5642 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5643 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5644 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5645 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5646 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5650 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5652 if (settings
->sRGB_write
)
5653 shader_glsl_generate_srgb_write_correction(buffer
);
5655 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5657 shader_addline(buffer
, "}\n");
5659 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5660 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5664 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5665 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5667 struct glsl_ffp_vertex_shader
*shader
;
5668 const struct wine_rb_entry
*entry
;
5670 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5671 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5673 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5676 shader
->desc
.settings
= *settings
;
5677 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5678 list_init(&shader
->linked_programs
);
5679 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5680 ERR("Failed to insert ffp vertex shader.\n");
5685 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5686 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5688 struct glsl_ffp_fragment_shader
*glsl_desc
;
5689 const struct ffp_frag_desc
*desc
;
5691 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5692 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5694 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5697 glsl_desc
->entry
.settings
= *args
;
5698 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5699 list_init(&glsl_desc
->linked_programs
);
5700 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5706 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5707 GLhandleARB program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5712 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5713 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5714 for (i
= 0; i
< vs_c_count
; ++i
)
5716 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5717 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5719 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5720 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLhandleARB
));
5722 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5724 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5725 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5728 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5731 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5732 GLhandleARB program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5737 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5738 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5739 for (i
= 0; i
< ps_c_count
; ++i
)
5741 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5742 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5744 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5745 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLhandleARB
));
5747 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5749 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5750 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5753 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5755 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5756 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5757 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5758 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5759 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5760 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5763 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5764 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5765 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5766 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5769 /* Context activation is done by the caller. */
5770 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5771 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5773 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5774 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5775 struct glsl_shader_prog_link
*entry
= NULL
;
5776 struct wined3d_shader
*vshader
= NULL
;
5777 struct wined3d_shader
*gshader
= NULL
;
5778 struct wined3d_shader
*pshader
= NULL
;
5779 GLhandleARB programId
= 0;
5780 GLhandleARB reorder_shader_id
= 0;
5782 GLhandleARB vs_id
= 0;
5783 GLhandleARB gs_id
= 0;
5784 GLhandleARB ps_id
= 0;
5785 struct list
*ps_list
, *vs_list
;
5787 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5789 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5790 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5794 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5795 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5797 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5798 && ctx_data
->glsl_program
->gs
.id
)
5799 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5801 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5804 else if (use_vs(state
))
5806 struct vs_compile_args vs_compile_args
;
5807 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5809 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
5810 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5811 vs_list
= &vshader
->linked_programs
;
5813 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
5814 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5816 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5818 struct glsl_ffp_vertex_shader
*ffp_shader
;
5819 struct wined3d_ffp_vs_settings settings
;
5821 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
5822 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5823 vs_id
= ffp_shader
->id
;
5824 vs_list
= &ffp_shader
->linked_programs
;
5827 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
5829 ps_id
= ctx_data
->glsl_program
->ps
.id
;
5830 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
5833 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5835 else if (use_ps(state
))
5837 struct ps_compile_args ps_compile_args
;
5838 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5839 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
5840 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5841 pshader
, &ps_compile_args
, &np2fixup_info
);
5842 ps_list
= &pshader
->linked_programs
;
5844 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5846 struct glsl_ffp_fragment_shader
*ffp_shader
;
5847 struct ffp_frag_settings settings
;
5849 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5850 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5851 ps_id
= ffp_shader
->id
;
5852 ps_list
= &ffp_shader
->linked_programs
;
5855 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5857 ctx_data
->glsl_program
= entry
;
5861 /* If we get to this point, then no matching program exists, so we create one */
5862 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5863 TRACE("Created new GLSL shader program %u\n", programId
);
5865 /* Create the entry */
5866 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5867 entry
->programId
= programId
;
5868 entry
->vs
.id
= vs_id
;
5869 entry
->gs
.id
= gs_id
;
5870 entry
->ps
.id
= ps_id
;
5871 entry
->constant_version
= 0;
5872 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5873 /* Add the hash table entry */
5874 add_glsl_program_entry(priv
, entry
);
5876 /* Set the current program */
5877 ctx_data
->glsl_program
= entry
;
5879 /* Attach GLSL vshader */
5882 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5883 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5884 checkGLcall("glAttachObjectARB");
5886 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5891 WORD map
= vshader
->reg_maps
.input_registers
;
5894 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5895 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5896 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5897 checkGLcall("glAttachObjectARB");
5898 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5901 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5903 /* Bind vertex attributes to a corresponding index number to match
5904 * the same index numbers as ARB_vertex_programs (makes loading
5905 * vertex attributes simpler). With this method, we can use the
5906 * exact same code to load the attributes later for both ARB and
5909 * We have to do this here because we need to know the Program ID
5910 * in order to make the bindings work, and it has to be done prior
5911 * to linking the GLSL program. */
5912 for (i
= 0; map
; map
>>= 1, ++i
)
5914 if (!(map
& 1)) continue;
5916 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5917 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5919 checkGLcall("glBindAttribLocationARB");
5924 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5925 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5926 checkGLcall("glAttachObjectARB");
5928 TRACE("input type %s, output type %s, vertices out %u.\n",
5929 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5930 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5931 gshader
->u
.gs
.vertices_out
);
5932 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5933 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5934 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5935 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5936 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5937 gshader
->u
.gs
.vertices_out
));
5938 checkGLcall("glProgramParameteriARB");
5940 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5943 /* Attach GLSL pshader */
5946 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5947 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5948 checkGLcall("glAttachObjectARB");
5950 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5953 /* Link the program */
5954 TRACE("Linking GLSL shader program %u\n", programId
);
5955 GL_EXTCALL(glLinkProgramARB(programId
));
5956 shader_glsl_validate_link(gl_info
, programId
);
5958 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
,
5959 vshader
? vshader
->limits
.constant_float
: 0);
5960 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
,
5961 pshader
? pshader
->limits
.constant_float
: 0);
5962 checkGLcall("Find glsl program uniform locations");
5964 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5965 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5967 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5968 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
5972 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
5975 /* Set the shader to allow uniform loading on it */
5976 GL_EXTCALL(glUseProgramObjectARB(programId
));
5977 checkGLcall("glUseProgramObjectARB(programId)");
5979 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5980 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5981 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5982 * vertex shader with fixed function pixel processing is used we make sure that the card
5983 * supports enough samplers to allow the max number of vertex samplers with all possible
5984 * fixed function fragment processing setups. So once the program is linked these samplers
5987 shader_glsl_load_vsamplers(gl_info
, context
->tex_unit_map
, programId
);
5988 shader_glsl_load_psamplers(gl_info
, context
->tex_unit_map
, programId
);
5990 entry
->constant_update_mask
= 0;
5993 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
5994 if (vshader
->reg_maps
.integer_constants
)
5995 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
5996 if (vshader
->reg_maps
.boolean_constants
)
5997 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
5998 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6005 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6006 if (pshader
->reg_maps
.integer_constants
)
6007 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6008 if (pshader
->reg_maps
.boolean_constants
)
6009 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6010 if (entry
->ps
.ycorrection_location
!= -1)
6011 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6015 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6018 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6020 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6022 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6027 if (entry
->ps
.np2_fixup_location
!= -1)
6028 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6032 /* Context activation is done by the caller. */
6033 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6035 GLhandleARB program_id
;
6036 GLhandleARB vshader_id
, pshader_id
;
6037 const char *blt_pshader
;
6039 static const char *blt_vshader
=
6043 " gl_Position = gl_Vertex;\n"
6044 " gl_FrontColor = vec4(1.0);\n"
6045 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6048 static const char * const blt_pshaders_full
[tex_type_count
] =
6054 "uniform sampler2D sampler;\n"
6057 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6063 "uniform samplerCube sampler;\n"
6066 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6070 "#extension GL_ARB_texture_rectangle : enable\n"
6071 "uniform sampler2DRect sampler;\n"
6074 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6078 static const char * const blt_pshaders_masked
[tex_type_count
] =
6084 "uniform sampler2D sampler;\n"
6085 "uniform vec4 mask;\n"
6088 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6089 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6095 "uniform samplerCube sampler;\n"
6096 "uniform vec4 mask;\n"
6099 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6100 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6104 "#extension GL_ARB_texture_rectangle : enable\n"
6105 "uniform sampler2DRect sampler;\n"
6106 "uniform vec4 mask;\n"
6109 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6110 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6114 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6117 FIXME("tex_type %#x not supported\n", tex_type
);
6121 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
6122 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6124 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
6125 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6127 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
6128 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
6129 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
6130 GL_EXTCALL(glLinkProgramARB(program_id
));
6132 shader_glsl_validate_link(gl_info
, program_id
);
6134 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6137 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
6138 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
6142 /* Context activation is done by the caller. */
6143 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6144 const struct wined3d_state
*state
)
6146 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6147 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6148 struct shader_glsl_priv
*priv
= shader_priv
;
6149 GLhandleARB program_id
= 0, prev_id
= 0;
6150 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6152 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6153 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6155 if (ctx_data
->glsl_program
)
6157 prev_id
= ctx_data
->glsl_program
->programId
;
6158 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6163 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6166 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6168 if (ctx_data
->glsl_program
)
6170 program_id
= ctx_data
->glsl_program
->programId
;
6171 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6176 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6179 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6181 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6183 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6184 checkGLcall("glClampColorARB");
6188 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6192 TRACE("Using GLSL program %u.\n", program_id
);
6194 if (prev_id
!= program_id
)
6196 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6197 checkGLcall("glUseProgramObjectARB");
6200 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6204 /* "context" is not necessarily the currently active context. */
6205 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6207 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6209 ctx_data
->glsl_program
= NULL
;
6210 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6211 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6212 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6215 /* Context activation is done by the caller. */
6216 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6218 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6219 struct shader_glsl_priv
*priv
= shader_priv
;
6221 shader_glsl_invalidate_current_program(context
);
6222 GL_EXTCALL(glUseProgramObjectARB(0));
6223 checkGLcall("glUseProgramObjectARB");
6225 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6226 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6228 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6230 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6231 checkGLcall("glClampColorARB");
6235 /* Context activation is done by the caller. */
6236 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6237 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6239 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6240 struct shader_glsl_priv
*priv
= shader_priv
;
6241 GLhandleARB
*blt_program
;
6244 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6247 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6248 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
6249 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6250 GL_EXTCALL(glUniform1iARB(loc
, 0));
6254 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6259 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
6260 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6264 /* Context activation is done by the caller. */
6265 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6267 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6268 GLhandleARB program_id
;
6270 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->programId
: 0;
6271 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6273 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6274 checkGLcall("glUseProgramObjectARB");
6277 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6278 const struct glsl_shader_prog_link
*program
)
6280 const struct glsl_context_data
*ctx_data
;
6281 struct wined3d_context
*context
;
6284 for (i
= 0; i
< device
->context_count
; ++i
)
6286 context
= device
->contexts
[i
];
6287 ctx_data
= context
->shader_backend_data
;
6289 if (ctx_data
->glsl_program
== program
)
6290 shader_glsl_invalidate_current_program(context
);
6294 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6296 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6297 struct wined3d_device
*device
= shader
->device
;
6298 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6299 const struct wined3d_gl_info
*gl_info
;
6300 const struct list
*linked_programs
;
6301 struct wined3d_context
*context
;
6303 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6305 HeapFree(GetProcessHeap(), 0, shader_data
);
6306 shader
->backend_data
= NULL
;
6310 context
= context_acquire(device
, NULL
);
6311 gl_info
= context
->gl_info
;
6313 TRACE("Deleting linked programs.\n");
6314 linked_programs
= &shader
->linked_programs
;
6315 if (linked_programs
->next
)
6317 struct glsl_shader_prog_link
*entry
, *entry2
;
6320 switch (shader
->reg_maps
.shader_version
.type
)
6322 case WINED3D_SHADER_TYPE_PIXEL
:
6324 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6326 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6328 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
6329 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6330 checkGLcall("glDeleteObjectARB");
6332 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6334 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6335 struct glsl_shader_prog_link
, ps
.shader_entry
)
6337 shader_glsl_invalidate_contexts_program(device
, entry
);
6338 delete_glsl_program_entry(priv
, gl_info
, entry
);
6344 case WINED3D_SHADER_TYPE_VERTEX
:
6346 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6348 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6350 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
6351 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6352 checkGLcall("glDeleteObjectARB");
6354 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6356 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6357 struct glsl_shader_prog_link
, vs
.shader_entry
)
6359 shader_glsl_invalidate_contexts_program(device
, entry
);
6360 delete_glsl_program_entry(priv
, gl_info
, entry
);
6366 case WINED3D_SHADER_TYPE_GEOMETRY
:
6368 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6370 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6372 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6373 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6374 checkGLcall("glDeleteObjectARB");
6376 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6378 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6379 struct glsl_shader_prog_link
, gs
.shader_entry
)
6381 shader_glsl_invalidate_contexts_program(device
, entry
);
6382 delete_glsl_program_entry(priv
, gl_info
, entry
);
6389 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6394 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6395 shader
->backend_data
= NULL
;
6397 context_release(context
);
6400 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6402 const struct glsl_program_key
*k
= key
;
6403 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6404 const struct glsl_shader_prog_link
, program_lookup_entry
);
6406 if (k
->vs_id
> prog
->vs
.id
) return 1;
6407 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6409 if (k
->gs_id
> prog
->gs
.id
) return 1;
6410 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6412 if (k
->ps_id
> prog
->ps
.id
) return 1;
6413 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6418 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6420 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6421 + constant_count
* sizeof(*heap
->contained
)
6422 + constant_count
* sizeof(*heap
->positions
);
6423 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6427 ERR("Failed to allocate memory\n");
6431 heap
->entries
= mem
;
6432 heap
->entries
[1].version
= 0;
6433 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6434 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6435 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6441 static void constant_heap_free(struct constant_heap
*heap
)
6443 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6446 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6451 glsl_program_key_compare
,
6454 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6455 const struct fragment_pipeline
*fragment_pipe
)
6457 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6458 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6459 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6460 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6461 struct fragment_caps fragment_caps
;
6462 void *vertex_priv
, *fragment_priv
;
6464 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6466 ERR("Failed to initialize vertex pipe.\n");
6467 HeapFree(GetProcessHeap(), 0, priv
);
6471 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6473 ERR("Failed to initialize fragment pipe.\n");
6474 vertex_pipe
->vp_free(device
);
6475 HeapFree(GetProcessHeap(), 0, priv
);
6479 if (!shader_buffer_init(&priv
->shader_buffer
))
6481 ERR("Failed to initialize shader buffer.\n");
6485 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6488 ERR("Failed to allocate memory.\n");
6492 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6494 ERR("Failed to initialize vertex shader constant heap\n");
6498 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6500 ERR("Failed to initialize pixel shader constant heap\n");
6504 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6506 ERR("Failed to initialize rbtree.\n");
6510 priv
->next_constant_version
= 1;
6511 priv
->vertex_pipe
= vertex_pipe
;
6512 priv
->fragment_pipe
= fragment_pipe
;
6513 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6514 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6516 device
->vertex_priv
= vertex_priv
;
6517 device
->fragment_priv
= fragment_priv
;
6518 device
->shader_priv
= priv
;
6523 constant_heap_free(&priv
->pconst_heap
);
6524 constant_heap_free(&priv
->vconst_heap
);
6525 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6526 shader_buffer_free(&priv
->shader_buffer
);
6527 fragment_pipe
->free_private(device
);
6528 vertex_pipe
->vp_free(device
);
6529 HeapFree(GetProcessHeap(), 0, priv
);
6530 return E_OUTOFMEMORY
;
6533 /* Context activation is done by the caller. */
6534 static void shader_glsl_free(struct wined3d_device
*device
)
6536 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6537 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6540 for (i
= 0; i
< tex_type_count
; ++i
)
6542 if (priv
->depth_blt_program_full
[i
])
6544 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6546 if (priv
->depth_blt_program_masked
[i
])
6548 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6552 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6553 constant_heap_free(&priv
->pconst_heap
);
6554 constant_heap_free(&priv
->vconst_heap
);
6555 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6556 shader_buffer_free(&priv
->shader_buffer
);
6557 priv
->fragment_pipe
->free_private(device
);
6558 priv
->vertex_pipe
->vp_free(device
);
6560 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6561 device
->shader_priv
= NULL
;
6564 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6566 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6567 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6570 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6572 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6575 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6579 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6580 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6581 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
])
6583 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6584 * texldd and texldl instructions. */
6585 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6589 TRACE("Shader model %u.\n", shader_model
);
6591 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6592 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6593 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6595 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6596 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6598 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6599 * Direct3D minimum requirement.
6601 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6602 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6604 * The problem is that the refrast clamps temporary results in the shader to
6605 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6606 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6607 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6608 * offer a way to query this.
6610 caps
->ps_1x_max_value
= 8.0;
6612 /* Ideally we'd only set caps like sRGB writes here if supported by both
6613 * the shader backend and the fragment pipe, but we can get called before
6614 * shader_glsl_alloc(). */
6615 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6616 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6619 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6621 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6623 TRACE("Checking support for fixup:\n");
6624 dump_color_fixup_desc(fixup
);
6627 /* We support everything except YUV conversions. */
6628 if (!is_complex_fixup(fixup
))
6634 TRACE("[FAILED]\n");
6638 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6640 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6641 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6642 /* WINED3DSIH_AND */ shader_glsl_binop
,
6643 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6644 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6645 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6646 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6647 /* WINED3DSIH_CALL */ shader_glsl_call
,
6648 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6649 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6650 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6651 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6652 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6653 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6654 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6655 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6656 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6657 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6658 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6659 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6660 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6661 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6662 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6663 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6664 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6665 /* WINED3DSIH_DST */ shader_glsl_dst
,
6666 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6667 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6668 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6669 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6670 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6671 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6672 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6673 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6674 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
6675 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6676 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6677 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6678 /* WINED3DSIH_GE */ shader_glsl_relop
,
6679 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6680 /* WINED3DSIH_IEQ */ NULL
,
6681 /* WINED3DSIH_IF */ shader_glsl_if
,
6682 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6683 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6684 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6685 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6686 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6687 /* WINED3DSIH_LD */ NULL
,
6688 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6689 /* WINED3DSIH_LOG */ shader_glsl_log
,
6690 /* WINED3DSIH_LOGP */ shader_glsl_log
,
6691 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6692 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6693 /* WINED3DSIH_LT */ shader_glsl_relop
,
6694 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6695 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6696 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6697 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6698 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6699 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6700 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6701 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6702 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6703 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6704 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6705 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6706 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6707 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6708 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6709 /* WINED3DSIH_POW */ shader_glsl_pow
,
6710 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
6711 /* WINED3DSIH_REP */ shader_glsl_rep
,
6712 /* WINED3DSIH_RET */ shader_glsl_ret
,
6713 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6714 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
6715 /* WINED3DSIH_SAMPLE */ NULL
,
6716 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6717 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6718 /* WINED3DSIH_SETP */ NULL
,
6719 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6720 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6721 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6722 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6723 /* WINED3DSIH_SQRT */ NULL
,
6724 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6725 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6726 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6727 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6728 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6729 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6730 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6731 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6732 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6733 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6734 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6735 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6736 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6737 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6738 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6739 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6740 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6741 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6742 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6743 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6744 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6745 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6746 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6747 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6748 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6749 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6750 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6753 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6754 SHADER_HANDLER hw_fct
;
6756 /* Select handler */
6757 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6759 /* Unhandled opcode */
6762 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6767 shader_glsl_add_instruction_modifiers(ins
);
6770 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6772 struct shader_glsl_priv
*priv
= shader_priv
;
6774 return priv
->ffp_proj_control
;
6777 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6779 shader_glsl_handle_instruction
,
6781 shader_glsl_disable
,
6782 shader_glsl_select_depth_blt
,
6783 shader_glsl_deselect_depth_blt
,
6784 shader_glsl_update_float_vertex_constants
,
6785 shader_glsl_update_float_pixel_constants
,
6786 shader_glsl_load_constants
,
6787 shader_glsl_destroy
,
6790 shader_glsl_allocate_context_data
,
6791 shader_glsl_free_context_data
,
6792 shader_glsl_get_caps
,
6793 shader_glsl_color_fixup_supported
,
6794 shader_glsl_has_ffp_proj_control
,
6797 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6800 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6802 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6803 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6806 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6808 caps
->xyzrhw
= TRUE
;
6809 caps
->max_active_lights
= gl_info
->limits
.lights
;
6810 caps
->max_vertex_blend_matrices
= 1;
6811 caps
->max_vertex_blend_matrix_index
= 0;
6812 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6813 | WINED3DVTXPCAPS_MATERIALSOURCE7
6814 | WINED3DVTXPCAPS_VERTEXFOG
6815 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6816 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6817 | WINED3DVTXPCAPS_LOCALVIEWER
6818 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6819 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6820 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6821 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6824 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6826 struct shader_glsl_priv
*priv
;
6828 if (shader_backend
== &glsl_shader_backend
)
6832 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6834 ERR("Failed to initialize rbtree.\n");
6841 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6846 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6848 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6849 struct glsl_ffp_vertex_shader
, desc
.entry
);
6850 struct glsl_shader_prog_link
*program
, *program2
;
6851 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6853 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6854 struct glsl_shader_prog_link
, vs
.shader_entry
)
6856 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6858 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6859 HeapFree(GetProcessHeap(), 0, shader
);
6862 /* Context activation is done by the caller. */
6863 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6865 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6866 struct glsl_ffp_destroy_ctx ctx
;
6869 ctx
.gl_info
= &device
->adapter
->gl_info
;
6870 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6873 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6874 const struct wined3d_state
*state
, DWORD state_id
)
6876 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6879 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
6880 const struct wined3d_state
*state
, DWORD state_id
)
6882 /* Table fog behavior depends on the projection matrix. */
6883 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
6884 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
6885 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6886 transform_projection(context
, state
, state_id
);
6889 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6891 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6892 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6893 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6894 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6896 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6897 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6898 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6899 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6900 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6901 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6902 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6903 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6904 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6905 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6906 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6907 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6908 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6909 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6910 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6911 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6912 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6913 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6914 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6915 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6916 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6917 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6918 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6919 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6920 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6921 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6922 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6923 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6924 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6925 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6926 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6927 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6929 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6930 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
6931 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
6932 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
6933 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
6934 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
6935 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
6936 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
6937 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
6939 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
6940 /* Transform states */
6941 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
6942 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
6943 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6944 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6945 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6946 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6947 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6948 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6949 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6950 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6951 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
6952 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6953 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6954 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6955 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6956 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6957 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6958 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6959 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6960 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6961 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6962 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6963 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6964 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6965 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6966 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6970 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6971 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6972 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6973 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
6974 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6979 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6980 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6981 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6982 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6983 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6984 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6985 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6986 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
6987 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
6988 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
6989 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
6990 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
6991 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
6992 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6993 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6994 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6995 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
6996 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
6997 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
6998 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6999 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7000 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7001 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7002 * handler in that case to get the vertex part of sampler() skipped (VTF
7003 * is handled in the misc states). Otherwise, register
7004 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7005 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7006 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7007 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7008 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7009 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7010 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7011 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7012 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7013 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7014 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7015 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7016 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7017 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7018 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7019 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7020 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7021 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7022 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7023 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7024 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7025 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7026 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7027 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7028 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7029 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7030 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7034 * - This currently depends on GL fixed function functions to set things
7035 * like light parameters. Ideally we'd use regular uniforms for that.
7036 * - In part because of the previous point, much of this is modelled after
7037 * GL fixed function, and has much of the same limitations. For example,
7038 * D3D spot lights are slightly different from GL spot lights.
7039 * - We can now implement drawing transformed vertices using the GLSL pipe,
7040 * instead of using the immediate mode fallback.
7041 * - Similarly, we don't need the fallback for certain combinations of
7042 * material sources anymore.
7043 * - Implement vertex blending and vertex tweening.
7044 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7045 * attribute arrays in load_tex_coords().
7046 * - Per-vertex point sizes. */
7047 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7049 glsl_vertex_pipe_vp_enable
,
7050 glsl_vertex_pipe_vp_get_caps
,
7051 glsl_vertex_pipe_vp_alloc
,
7052 glsl_vertex_pipe_vp_free
,
7053 glsl_vertex_pipe_vp_states
,
7056 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7058 /* Nothing to do. */
7061 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7063 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7064 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7065 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
7066 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7067 | WINED3DTEXOPCAPS_SELECTARG1
7068 | WINED3DTEXOPCAPS_SELECTARG2
7069 | WINED3DTEXOPCAPS_MODULATE4X
7070 | WINED3DTEXOPCAPS_MODULATE2X
7071 | WINED3DTEXOPCAPS_MODULATE
7072 | WINED3DTEXOPCAPS_ADDSIGNED2X
7073 | WINED3DTEXOPCAPS_ADDSIGNED
7074 | WINED3DTEXOPCAPS_ADD
7075 | WINED3DTEXOPCAPS_SUBTRACT
7076 | WINED3DTEXOPCAPS_ADDSMOOTH
7077 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7078 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7079 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7080 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7081 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7082 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7083 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7084 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7085 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7086 | WINED3DTEXOPCAPS_DOTPRODUCT3
7087 | WINED3DTEXOPCAPS_MULTIPLYADD
7088 | WINED3DTEXOPCAPS_LERP
7089 | WINED3DTEXOPCAPS_BUMPENVMAP
7090 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7091 caps
->MaxTextureBlendStages
= 8;
7092 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7095 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7097 struct shader_glsl_priv
*priv
;
7099 if (shader_backend
== &glsl_shader_backend
)
7103 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7105 ERR("Failed to initialize rbtree.\n");
7112 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7117 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7119 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7120 struct glsl_ffp_fragment_shader
, entry
.entry
);
7121 struct glsl_shader_prog_link
*program
, *program2
;
7122 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7124 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7125 struct glsl_shader_prog_link
, ps
.shader_entry
)
7127 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7129 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
7130 HeapFree(GetProcessHeap(), 0, shader
);
7133 /* Context activation is done by the caller. */
7134 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7136 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7137 struct glsl_ffp_destroy_ctx ctx
;
7140 ctx
.gl_info
= &device
->adapter
->gl_info
;
7141 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7144 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7145 const struct wined3d_state
*state
, DWORD state_id
)
7147 context
->last_was_pshader
= use_ps(state
);
7149 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7152 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7153 const struct wined3d_state
*state
, DWORD state_id
)
7155 BOOL use_vshader
= use_vs(state
);
7156 enum fogsource new_source
;
7157 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7158 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7160 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7162 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7165 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7168 new_source
= FOGSOURCE_VS
;
7169 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7170 new_source
= FOGSOURCE_COORD
;
7172 new_source
= FOGSOURCE_FFP
;
7176 new_source
= FOGSOURCE_FFP
;
7179 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7181 context
->fog_source
= new_source
;
7182 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7186 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7187 const struct wined3d_state
*state
, DWORD state_id
)
7189 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7192 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7193 const struct wined3d_state
*state
, DWORD state_id
)
7195 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7198 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7200 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7201 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7202 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7203 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7204 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7205 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7206 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7207 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7208 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7209 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7210 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7211 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7212 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7213 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7214 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7215 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7216 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7217 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7218 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7219 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7220 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7221 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7222 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7223 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7224 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7225 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7226 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7227 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7228 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7229 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7230 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7231 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7232 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7233 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7234 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7235 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7236 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7237 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7238 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7239 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7240 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7241 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7242 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7243 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7244 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7245 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7246 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7247 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7248 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7249 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7250 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7251 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7252 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7253 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7254 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7255 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7256 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7257 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7258 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7259 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7260 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7261 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7262 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7263 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7264 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7265 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7266 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7267 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7268 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7269 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7270 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7271 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7272 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7273 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7274 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7275 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7276 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7280 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7283 {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
},
7284 {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
},
7285 {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
},
7286 {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
},
7287 {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
},
7288 {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
},
7289 {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
},
7290 {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
},
7291 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7292 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7295 const struct fragment_pipeline glsl_fragment_pipe
=
7297 glsl_fragment_pipe_enable
,
7298 glsl_fragment_pipe_get_caps
,
7299 glsl_fragment_pipe_alloc
,
7300 glsl_fragment_pipe_free
,
7301 shader_glsl_color_fixup_supported
,
7302 glsl_fragment_pipe_state_template
,