2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_string_buffer shader_buffer
;
95 struct wined3d_string_buffer_list string_buffers
;
96 struct wine_rb_tree program_lookup
;
97 struct constant_heap vconst_heap
;
98 struct constant_heap pconst_heap
;
100 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
101 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
102 UINT next_constant_version
;
104 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
105 const struct fragment_pipeline
*fragment_pipe
;
106 struct wine_rb_tree ffp_vertex_shaders
;
107 struct wine_rb_tree ffp_fragment_shaders
;
108 BOOL ffp_proj_control
;
111 struct glsl_vs_program
113 struct list shader_entry
;
115 GLenum vertex_color_clamp
;
116 GLint
*uniform_f_locations
;
117 GLint uniform_i_locations
[MAX_CONST_I
];
118 GLint uniform_b_locations
[MAX_CONST_B
];
119 GLint pos_fixup_location
;
121 GLint modelview_matrix_location
;
122 GLint projection_matrix_location
;
123 GLint normal_matrix_location
;
124 GLint texture_matrix_location
[MAX_TEXTURES
];
125 GLint material_ambient_location
;
126 GLint material_diffuse_location
;
127 GLint material_specular_location
;
128 GLint material_emission_location
;
129 GLint material_shininess_location
;
130 GLint light_ambient_location
;
145 } light_location
[MAX_ACTIVE_LIGHTS
];
148 struct glsl_gs_program
150 struct list shader_entry
;
154 struct glsl_ps_program
156 struct list shader_entry
;
158 GLint
*uniform_f_locations
;
159 GLint uniform_i_locations
[MAX_CONST_I
];
160 GLint uniform_b_locations
[MAX_CONST_B
];
161 GLint bumpenv_mat_location
[MAX_TEXTURES
];
162 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
163 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
164 GLint tss_constant_location
[MAX_TEXTURES
];
165 GLint tex_factor_location
;
166 GLint specular_enable_location
;
167 GLint ycorrection_location
;
168 GLint np2_fixup_location
;
169 GLint color_key_location
;
170 const struct ps_np2fixup_info
*np2_fixup_info
;
173 /* Struct to maintain data about a linked GLSL program */
174 struct glsl_shader_prog_link
176 struct wine_rb_entry program_lookup_entry
;
177 struct glsl_vs_program vs
;
178 struct glsl_gs_program gs
;
179 struct glsl_ps_program ps
;
181 DWORD constant_update_mask
;
182 UINT constant_version
;
185 struct glsl_program_key
192 struct shader_glsl_ctx_priv
{
193 const struct vs_compile_args
*cur_vs_args
;
194 const struct ps_compile_args
*cur_ps_args
;
195 struct ps_np2fixup_info
*cur_np2fixup_info
;
198 struct glsl_context_data
200 struct glsl_shader_prog_link
*glsl_program
;
203 struct glsl_ps_compiled_shader
205 struct ps_compile_args args
;
206 struct ps_np2fixup_info np2fixup
;
210 struct glsl_vs_compiled_shader
212 struct vs_compile_args args
;
216 struct glsl_gs_compiled_shader
221 struct glsl_shader_private
225 struct glsl_vs_compiled_shader
*vs
;
226 struct glsl_gs_compiled_shader
*gs
;
227 struct glsl_ps_compiled_shader
*ps
;
229 UINT num_gl_shaders
, shader_array_size
;
232 struct glsl_ffp_vertex_shader
234 struct wined3d_ffp_vs_desc desc
;
236 struct list linked_programs
;
239 struct glsl_ffp_fragment_shader
241 struct ffp_frag_desc entry
;
243 struct list linked_programs
;
246 struct glsl_ffp_destroy_ctx
248 struct shader_glsl_priv
*priv
;
249 const struct wined3d_gl_info
*gl_info
;
252 static const char *debug_gl_shader_type(GLenum type
)
256 #define WINED3D_TO_STR(u) case u: return #u
257 WINED3D_TO_STR(GL_VERTEX_SHADER
);
258 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
259 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
260 #undef WINED3D_TO_STR
262 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
266 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
270 case WINED3D_SHADER_TYPE_VERTEX
:
273 case WINED3D_SHADER_TYPE_GEOMETRY
:
276 case WINED3D_SHADER_TYPE_PIXEL
:
280 FIXME("Unhandled shader type %#x.\n", type
);
285 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
286 const struct wined3d_shader_version
*version
)
288 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
->major
>= 4)
289 return "#version 130";
291 return "#version 120";
294 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
298 wined3d_ftoa(values
[0], str
[0]);
299 wined3d_ftoa(values
[1], str
[1]);
300 wined3d_ftoa(values
[2], str
[2]);
301 wined3d_ftoa(values
[3], str
[3]);
302 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
305 static const char *get_info_log_line(const char **ptr
)
310 if (!(q
= strstr(p
, "\n")))
312 if (!*p
) return NULL
;
321 /* Context activation is done by the caller. */
322 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
327 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
331 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
333 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
335 /* A size of 1 is just a null-terminated string, so the log should be bigger than
336 * that if there are errors. */
339 const char *ptr
, *line
;
341 log
= HeapAlloc(GetProcessHeap(), 0, length
);
342 /* The info log is supposed to be zero-terminated, but at least some
343 * versions of fglrx don't terminate the string properly. The reported
344 * length does include the terminator, so explicitly set it to zero
348 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
350 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
353 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
355 WARN("Info log received from GLSL shader #%u:\n", id
);
356 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
360 FIXME("Info log received from GLSL shader #%u:\n", id
);
361 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
363 HeapFree(GetProcessHeap(), 0, log
);
367 /* Context activation is done by the caller. */
368 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
370 const char *ptr
, *line
;
372 TRACE("Compiling shader object %u.\n", shader
);
374 if (TRACE_ON(d3d_shader
))
377 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
380 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
381 checkGLcall("glShaderSource");
382 GL_EXTCALL(glCompileShader(shader
));
383 checkGLcall("glCompileShader");
384 print_glsl_info_log(gl_info
, shader
, FALSE
);
387 /* Context activation is done by the caller. */
388 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
390 GLint i
, shader_count
, source_size
= -1;
394 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
395 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
398 ERR("Failed to allocate shader array memory.\n");
402 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
403 for (i
= 0; i
< shader_count
; ++i
)
405 const char *ptr
, *line
;
408 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
410 if (source_size
< tmp
)
412 HeapFree(GetProcessHeap(), 0, source
);
414 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
417 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
418 HeapFree(GetProcessHeap(), 0, shaders
);
424 FIXME("Shader %u:\n", shaders
[i
]);
425 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
426 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
427 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
428 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
432 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
433 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
437 HeapFree(GetProcessHeap(), 0, source
);
438 HeapFree(GetProcessHeap(), 0, shaders
);
441 /* Context activation is done by the caller. */
442 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
446 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
449 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
452 FIXME("Program %u link status invalid.\n", program
);
453 shader_glsl_dump_program_source(gl_info
, program
);
456 print_glsl_info_log(gl_info
, program
, TRUE
);
459 /* Context activation is done by the caller. */
460 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
461 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
463 unsigned int mapped_unit
;
464 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
471 enum wined3d_shader_type type
;
472 unsigned int base_idx
;
477 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
478 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
481 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
483 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
485 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
487 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
488 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
492 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
493 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
495 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
499 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
500 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
503 checkGLcall("glUniform1i");
504 string_buffer_release(&priv
->string_buffers
, sampler_name
);
507 /* Context activation is done by the caller. */
508 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
509 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
511 unsigned int start
= ~0U, end
= 0;
513 unsigned int heap_idx
= 1;
516 if (heap
->entries
[heap_idx
].version
<= version
) return;
518 idx
= heap
->entries
[heap_idx
].idx
;
519 if (constant_locations
[idx
] != -1)
521 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
523 while (stack_idx
>= 0)
525 /* Note that we fall through to the next case statement. */
526 switch(stack
[stack_idx
])
528 case HEAP_NODE_TRAVERSE_LEFT
:
530 unsigned int left_idx
= heap_idx
<< 1;
531 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
534 idx
= heap
->entries
[heap_idx
].idx
;
535 if (constant_locations
[idx
] != -1)
543 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
544 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
549 case HEAP_NODE_TRAVERSE_RIGHT
:
551 unsigned int right_idx
= (heap_idx
<< 1) + 1;
552 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
554 heap_idx
= right_idx
;
555 idx
= heap
->entries
[heap_idx
].idx
;
556 if (constant_locations
[idx
] != -1)
564 stack
[stack_idx
++] = HEAP_NODE_POP
;
565 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
577 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
578 checkGLcall("walk_constant_heap()");
581 /* Context activation is done by the caller. */
582 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
584 GLfloat clamped_constant
[4];
586 if (location
== -1) return;
588 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
589 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
590 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
591 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
593 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
596 /* Context activation is done by the caller. */
597 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
598 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
601 unsigned int heap_idx
= 1;
604 if (heap
->entries
[heap_idx
].version
<= version
) return;
606 idx
= heap
->entries
[heap_idx
].idx
;
607 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
608 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
610 while (stack_idx
>= 0)
612 /* Note that we fall through to the next case statement. */
613 switch(stack
[stack_idx
])
615 case HEAP_NODE_TRAVERSE_LEFT
:
617 unsigned int left_idx
= heap_idx
<< 1;
618 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
621 idx
= heap
->entries
[heap_idx
].idx
;
622 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
624 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
625 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
630 case HEAP_NODE_TRAVERSE_RIGHT
:
632 unsigned int right_idx
= (heap_idx
<< 1) + 1;
633 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
635 heap_idx
= right_idx
;
636 idx
= heap
->entries
[heap_idx
].idx
;
637 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
639 stack
[stack_idx
++] = HEAP_NODE_POP
;
640 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
651 checkGLcall("walk_constant_heap_clamped()");
654 /* Context activation is done by the caller. */
655 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
656 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
657 unsigned char *stack
, UINT version
)
659 const struct wined3d_shader_lconst
*lconst
;
661 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
662 if (shader
->reg_maps
.shader_version
.major
== 1
663 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
664 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
666 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
668 if (!shader
->load_local_constsF
)
670 TRACE("No need to load local float constants for this shader\n");
674 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
675 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
677 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
679 checkGLcall("glUniform4fv()");
682 /* Context activation is done by the caller. */
683 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
684 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
689 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
691 if (!(constants_set
& 1)) continue;
693 /* We found this uniform name in the program - go ahead and send the data */
694 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
697 /* Load immediate constants */
698 ptr
= list_head(&shader
->constantsI
);
701 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
702 unsigned int idx
= lconst
->idx
;
703 const GLint
*values
= (const GLint
*)lconst
->value
;
705 /* We found this uniform name in the program - go ahead and send the data */
706 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
707 ptr
= list_next(&shader
->constantsI
, ptr
);
709 checkGLcall("glUniform4iv()");
712 /* Context activation is done by the caller. */
713 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
714 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
719 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
721 if (!(constants_set
& 1)) continue;
723 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
726 /* Load immediate constants */
727 ptr
= list_head(&shader
->constantsB
);
730 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
731 unsigned int idx
= lconst
->idx
;
732 const GLint
*values
= (const GLint
*)lconst
->value
;
734 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
735 ptr
= list_next(&shader
->constantsB
, ptr
);
737 checkGLcall("glUniform1iv()");
740 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
742 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
745 /* Context activation is done by the caller (state handler). */
746 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
747 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
749 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
750 UINT fixup
= ps
->np2_fixup_info
->active
;
753 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
755 const struct wined3d_texture
*tex
= state
->textures
[i
];
756 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
757 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
761 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
767 tex_dim
[2] = tex
->pow2_matrix
[0];
768 tex_dim
[3] = tex
->pow2_matrix
[5];
772 tex_dim
[0] = tex
->pow2_matrix
[0];
773 tex_dim
[1] = tex
->pow2_matrix
[5];
777 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
780 /* Taken and adapted from Mesa. */
781 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
783 float pos
, neg
, t
, det
;
784 struct wined3d_matrix temp
;
786 /* Calculate the determinant of upper left 3x3 submatrix and
787 * determine if the matrix is singular. */
789 t
= in
->_11
* in
->_22
* in
->_33
;
795 t
= in
->_21
* in
->_32
* in
->_13
;
800 t
= in
->_31
* in
->_12
* in
->_23
;
806 t
= -in
->_31
* in
->_22
* in
->_13
;
811 t
= -in
->_21
* in
->_12
* in
->_33
;
817 t
= -in
->_11
* in
->_32
* in
->_23
;
825 if (fabsf(det
) < 1e-25f
)
829 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
830 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
831 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
832 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
833 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
834 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
835 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
836 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
837 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
843 static void swap_rows(float **a
, float **b
)
851 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
854 float m0
, m1
, m2
, m3
, s
;
855 float *r0
, *r1
, *r2
, *r3
;
867 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
874 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
881 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
888 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
890 /* Choose pivot - or die. */
891 if (fabsf(r3
[0]) > fabsf(r2
[0]))
893 if (fabsf(r2
[0]) > fabsf(r1
[0]))
895 if (fabsf(r1
[0]) > fabsf(r0
[0]))
900 /* Eliminate first variable. */
901 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
902 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
903 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
904 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
934 /* Choose pivot - or die. */
935 if (fabsf(r3
[1]) > fabsf(r2
[1]))
937 if (fabsf(r2
[1]) > fabsf(r1
[1]))
942 /* Eliminate second variable. */
943 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
944 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
945 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
971 /* Choose pivot - or die. */
972 if (fabsf(r3
[2]) > fabsf(r2
[2]))
977 /* Eliminate third variable. */
989 /* Back substitute row 3. */
996 /* Back substitute row 2. */
999 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1000 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1001 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1002 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1004 r1
[4] -= r3
[4] * m1
;
1005 r1
[5] -= r3
[5] * m1
;
1006 r1
[6] -= r3
[6] * m1
;
1007 r1
[7] -= r3
[7] * m1
;
1009 r0
[4] -= r3
[4] * m0
;
1010 r0
[5] -= r3
[5] * m0
;
1011 r0
[6] -= r3
[6] * m0
;
1012 r0
[7] -= r3
[7] * m0
;
1014 /* Back substitute row 1. */
1017 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1018 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1019 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1020 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1022 r0
[4] -= r2
[4] * m0
;
1023 r0
[5] -= r2
[5] * m0
;
1024 r0
[6] -= r2
[6] * m0
;
1025 r0
[7] -= r2
[7] * m0
;
1027 /* Back substitute row 0. */
1030 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1031 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1032 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1033 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1055 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1056 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1058 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1060 struct wined3d_matrix mv
;
1063 get_modelview_matrix(context
, state
, &mv
);
1064 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1065 invert_matrix_3d(&mv
, &mv
);
1067 invert_matrix(&mv
, &mv
);
1068 /* Tests show that singular modelview matrices are used unchanged as normal
1069 * matrices on D3D3 and older. There seems to be no clearly consistent
1070 * behavior on newer D3D versions so always follow older ddraw behavior. */
1071 for (i
= 0; i
< 3; ++i
)
1072 for (j
= 0; j
< 3; ++j
)
1073 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1075 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1076 checkGLcall("glUniformMatrix3fv");
1079 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1080 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1082 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1083 struct wined3d_matrix mat
;
1085 if (tex
>= MAX_TEXTURES
)
1087 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1090 get_texture_matrix(context
, state
, tex
, &mat
);
1091 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1092 checkGLcall("glUniformMatrix4fv");
1095 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1096 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1098 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1100 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1102 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1103 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1107 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1109 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1111 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1112 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1113 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emission_location
, 1, &state
->material
.emissive
.r
));
1114 checkGLcall("setting FFP material uniforms");
1117 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1118 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1120 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1123 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
1124 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, col
));
1125 checkGLcall("glUniform3fv");
1128 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1129 const struct wined3d_matrix
*src2
)
1131 struct wined3d_vec4 temp
;
1133 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1134 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1135 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1136 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1141 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1142 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1144 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1145 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1146 struct wined3d_vec4 vec4
;
1147 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1152 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1153 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1154 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1156 switch (light_info
->OriginalParms
.type
)
1158 case WINED3D_LIGHT_POINT
:
1159 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1160 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1161 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1162 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1163 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1164 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1167 case WINED3D_LIGHT_SPOT
:
1168 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1169 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1171 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1172 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1174 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1175 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1176 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1177 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1178 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1179 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1180 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1183 case WINED3D_LIGHT_DIRECTIONAL
:
1184 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1185 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1189 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1191 checkGLcall("setting FFP lights uniforms");
1194 /* Context activation is done by the caller (state handler). */
1195 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1196 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1198 struct wined3d_color float_key
;
1199 const struct wined3d_texture
*texture
= state
->textures
[0];
1201 wined3d_format_convert_color_to_float(texture
->resource
.format
, NULL
,
1202 texture
->async
.src_blt_color_key
.color_space_high_value
, &float_key
);
1203 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 1, &float_key
.r
));
1206 /* Context activation is done by the caller (state handler). */
1207 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1208 const struct wined3d_state
*state
)
1210 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1211 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1212 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1213 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1214 struct shader_glsl_priv
*priv
= shader_priv
;
1215 float position_fixup
[4];
1216 DWORD update_mask
= 0;
1218 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1219 UINT constant_version
;
1223 /* No GLSL program set - nothing to do. */
1226 constant_version
= prog
->constant_version
;
1227 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1229 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1230 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1231 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1233 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1234 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1235 vshader
->reg_maps
.integer_constants
);
1237 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1238 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1239 vshader
->reg_maps
.boolean_constants
);
1241 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1243 shader_get_position_fixup(context
, state
, position_fixup
);
1244 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1245 checkGLcall("glUniform4fv");
1248 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1250 struct wined3d_matrix mat
;
1252 get_modelview_matrix(context
, state
, &mat
);
1253 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
, 1, FALSE
, &mat
._11
));
1254 checkGLcall("glUniformMatrix4fv");
1256 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1259 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1261 struct wined3d_matrix projection
;
1263 get_projection_matrix(context
, state
, &projection
);
1264 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1265 checkGLcall("glUniformMatrix4fv");
1268 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1270 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1271 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1274 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1275 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1277 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1279 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1280 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1281 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1284 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1285 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1286 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1288 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1289 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1290 pshader
->reg_maps
.integer_constants
);
1292 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1293 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1294 pshader
->reg_maps
.boolean_constants
);
1296 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1298 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1300 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1303 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1304 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1306 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1308 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1309 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1310 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1311 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1315 checkGLcall("bump env uniforms");
1318 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1320 float correction_params
[] =
1322 /* position is window relative, not viewport relative */
1323 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1324 context
->render_offscreen
? 1.0f
: -1.0f
,
1329 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1332 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1333 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1334 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1335 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1337 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1341 if (prog
->ps
.tex_factor_location
!= -1)
1343 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
1344 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
1347 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1348 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1350 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1352 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1354 if (prog
->ps
.tss_constant_location
[i
] == -1)
1357 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
1358 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
1361 checkGLcall("fixed function uniforms");
1364 if (priv
->next_constant_version
== UINT_MAX
)
1366 TRACE("Max constant version reached, resetting to 0.\n");
1367 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1368 priv
->next_constant_version
= 1;
1372 prog
->constant_version
= priv
->next_constant_version
++;
1376 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1378 struct constant_entry
*entries
= heap
->entries
;
1379 unsigned int *positions
= heap
->positions
;
1380 unsigned int heap_idx
, parent_idx
;
1382 if (!heap
->contained
[idx
])
1384 heap_idx
= heap
->size
++;
1385 heap
->contained
[idx
] = TRUE
;
1389 heap_idx
= positions
[idx
];
1392 while (heap_idx
> 1)
1394 parent_idx
= heap_idx
>> 1;
1396 if (new_version
<= entries
[parent_idx
].version
) break;
1398 entries
[heap_idx
] = entries
[parent_idx
];
1399 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1400 heap_idx
= parent_idx
;
1403 entries
[heap_idx
].version
= new_version
;
1404 entries
[heap_idx
].idx
= idx
;
1405 positions
[idx
] = heap_idx
;
1408 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1410 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1411 struct constant_heap
*heap
= &priv
->vconst_heap
;
1414 for (i
= start
; i
< count
+ start
; ++i
)
1416 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1419 for (i
= 0; i
< device
->context_count
; ++i
)
1421 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1425 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1427 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1428 struct constant_heap
*heap
= &priv
->pconst_heap
;
1431 for (i
= start
; i
< count
+ start
; ++i
)
1433 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1436 for (i
= 0; i
< device
->context_count
; ++i
)
1438 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1442 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1444 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1445 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1446 if(shader_major
> 3) return ret
;
1448 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1449 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1453 /** Generate the variable & register declarations for the GLSL output target */
1454 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1455 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1456 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1458 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1459 const struct wined3d_state
*state
= &shader
->device
->state
;
1460 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1461 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1462 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1463 unsigned int i
, extra_constants_needed
= 0;
1464 const struct wined3d_shader_lconst
*lconst
;
1468 prefix
= shader_glsl_get_prefix(version
->type
);
1470 /* Prototype the subroutines */
1471 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1473 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1476 /* Declare the constants (aka uniforms) */
1477 if (shader
->limits
->constant_float
> 0)
1479 unsigned max_constantsF
;
1481 /* Unless the shader uses indirect addressing, always declare the
1482 * maximum array size and ignore that we need some uniforms privately.
1483 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1484 * and immediate values, still declare VC[256]. If the shader needs
1485 * more uniforms than we have it won't work in any case. If it uses
1486 * less, the compiler will figure out which uniforms are really used
1487 * and strip them out. This allows a shader to use c255 on a dx9 card,
1488 * as long as it doesn't also use all the other constants.
1490 * If the shader uses indirect addressing the compiler must assume
1491 * that all declared uniforms are used. In this case, declare only the
1492 * amount that we're assured to have.
1494 * Thus we run into problems in these two cases:
1495 * 1) The shader really uses more uniforms than supported.
1496 * 2) The shader uses indirect addressing, less constants than
1497 * supported, but uses a constant index > #supported consts. */
1498 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1500 /* No indirect addressing here. */
1501 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1505 if (reg_maps
->usesrelconstF
)
1507 /* Subtract the other potential uniforms from the max
1508 * available (bools, ints, and 1 row of projection matrix).
1509 * Subtract another uniform for immediate values, which have
1510 * to be loaded via uniform by the driver as well. The shader
1511 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1512 * shader code, so one vec4 should be enough. (Unfortunately
1513 * the Nvidia driver doesn't store 128 and -128 in one float).
1515 * Writing gl_ClipVertex requires one uniform for each
1516 * clipplane as well. */
1517 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1518 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1520 max_constantsF
-= gl_info
->limits
.clipplanes
;
1522 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1523 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1524 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1525 * for now take this into account when calculating the number of available constants
1527 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1528 /* Set by driver quirks in directx.c */
1529 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1531 if (max_constantsF
< shader
->limits
->constant_float
)
1533 static unsigned int once
;
1536 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1537 " it may not render correctly.\n");
1539 WARN("The hardware does not support enough uniform components to run this shader.\n");
1544 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1547 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1548 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1551 /* Always declare the full set of constants, the compiler can remove the
1552 * unused ones because d3d doesn't (yet) support indirect int and bool
1553 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1554 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1555 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1557 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1558 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1560 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1562 if (reg_maps
->cb_sizes
[i
])
1563 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1564 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1567 /* Declare texture samplers */
1568 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1570 struct wined3d_shader_sampler_map_entry
*entry
;
1571 BOOL shadow_sampler
, tex_rect
;
1572 const char *sampler_type
;
1574 entry
= ®_maps
->sampler_map
.entries
[i
];
1576 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1578 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1582 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1583 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1585 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1587 sampler_type
= "sampler1DShadow";
1589 sampler_type
= "sampler1D";
1592 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1593 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1594 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1595 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1599 sampler_type
= "sampler2DRectShadow";
1601 sampler_type
= "sampler2DShadow";
1606 sampler_type
= "sampler2DRect";
1608 sampler_type
= "sampler2D";
1612 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1614 FIXME("Unsupported 3D shadow sampler.\n");
1615 sampler_type
= "sampler3D";
1618 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1620 FIXME("Unsupported Cube shadow sampler.\n");
1621 sampler_type
= "samplerCube";
1625 sampler_type
= "unsupported_sampler";
1626 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1629 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1632 /* Declare uniforms for NP2 texcoord fixup:
1633 * This is NOT done inside the loop that declares the texture samplers
1634 * since the NP2 fixup code is currently only used for the GeforceFX
1635 * series and when forcing the ARB_npot extension off. Modern cards just
1636 * skip the code anyway, so put it inside a separate loop. */
1637 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1639 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1642 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1643 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1644 * samplerNP2Fixup stores texture dimensions and is updated through
1645 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1647 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1649 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1652 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1654 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1658 fixup
->idx
[i
] = cur
++;
1661 fixup
->num_consts
= (cur
+ 1) >> 1;
1662 fixup
->active
= ps_args
->np2_fixup
;
1663 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1666 /* Declare address variables */
1667 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1669 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1672 /* Declare texture coordinate temporaries and initialize them */
1673 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1675 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1678 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1680 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1682 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1683 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1684 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1685 prefix
, e
->register_idx
);
1687 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1690 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1691 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1693 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1695 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1697 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1699 if (version
->major
>= 3)
1701 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1704 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1705 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1708 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1713 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1715 if (reg_maps
->luminanceparams
& (1 << i
))
1717 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1718 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1719 extra_constants_needed
++;
1722 extra_constants_needed
++;
1725 if (ps_args
->srgb_correction
)
1727 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1728 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1729 shader_addline(buffer
, ";\n");
1730 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1731 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1732 shader_addline(buffer
, ";\n");
1734 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1736 if (shader
->limits
->constant_float
+ extra_constants_needed
1737 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1739 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1740 extra_constants_needed
++;
1744 float ycorrection
[] =
1746 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1747 context
->render_offscreen
? 1.0f
: -1.0f
,
1752 /* This happens because we do not have proper tracking of the
1753 * constant registers that are actually used, only the max
1754 * limit of the shader version. */
1755 FIXME("Cannot find a free uniform for vpos correction params\n");
1756 shader_addline(buffer
, "const vec4 ycorrection = ");
1757 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1758 shader_addline(buffer
, ";\n");
1760 shader_addline(buffer
, "vec4 vpos;\n");
1764 /* Declare output register temporaries */
1765 if (shader
->limits
->packed_output
)
1766 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1768 /* Declare temporary variables */
1769 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1771 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1774 /* Declare loop registers aLx */
1775 if (version
->major
< 4)
1777 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1779 shader_addline(buffer
, "int aL%u;\n", i
);
1780 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1784 /* Temporary variables for matrix operations */
1785 shader_addline(buffer
, "vec4 tmp0;\n");
1786 shader_addline(buffer
, "vec4 tmp1;\n");
1788 if (!shader
->load_local_constsF
)
1790 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1792 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1793 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1794 shader_addline(buffer
, ";\n");
1798 /* Start the main program. */
1799 shader_addline(buffer
, "void main()\n{\n");
1801 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1802 * add approximately 0.5. This causes off-by-one problems as spotted by
1803 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1804 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1805 * causes precision troubles when we just subtract 0.5.
1807 * To deal with that, just floor() the position. This will eliminate the
1808 * fraction on all cards.
1810 * TODO: Test how this behaves with multisampling.
1812 * An advantage of floor is that it works even if the driver doesn't add
1813 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1814 * to return in gl_FragCoord, even though coordinates specify the pixel
1815 * centers instead of the pixel corners. This code will behave correctly
1816 * on drivers that returns integer values. */
1817 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1819 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
1820 shader_addline(buffer
,
1821 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1823 shader_addline(buffer
,
1824 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
1828 /*****************************************************************************
1829 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1831 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1832 ****************************************************************************/
1835 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1836 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1838 /** Used for opcode modifiers - They multiply the result by the specified amount */
1839 static const char * const shift_glsl_tab
[] = {
1841 "2.0 * ", /* 1 (x2) */
1842 "4.0 * ", /* 2 (x4) */
1843 "8.0 * ", /* 3 (x8) */
1844 "16.0 * ", /* 4 (x16) */
1845 "32.0 * ", /* 5 (x32) */
1852 "0.0625 * ", /* 12 (d16) */
1853 "0.125 * ", /* 13 (d8) */
1854 "0.25 * ", /* 14 (d4) */
1855 "0.5 * " /* 15 (d2) */
1858 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1859 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1860 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1864 switch (src_modifier
)
1866 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1867 case WINED3DSPSM_DW
:
1868 case WINED3DSPSM_NONE
:
1869 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1871 case WINED3DSPSM_NEG
:
1872 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1874 case WINED3DSPSM_NOT
:
1875 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1877 case WINED3DSPSM_BIAS
:
1878 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1880 case WINED3DSPSM_BIASNEG
:
1881 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1883 case WINED3DSPSM_SIGN
:
1884 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1886 case WINED3DSPSM_SIGNNEG
:
1887 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1889 case WINED3DSPSM_COMP
:
1890 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1892 case WINED3DSPSM_X2
:
1893 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1895 case WINED3DSPSM_X2NEG
:
1896 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1898 case WINED3DSPSM_ABS
:
1899 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1901 case WINED3DSPSM_ABSNEG
:
1902 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1905 FIXME("Unhandled modifier %u\n", src_modifier
);
1906 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1910 /** Writes the GLSL variable name that corresponds to the register that the
1911 * DX opcode parameter is trying to access */
1912 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1913 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1915 /* oPos, oFog and oPts in D3D */
1916 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1918 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1919 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1920 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1921 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1922 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1923 struct glsl_src_param rel_param0
, rel_param1
;
1924 char imm_str
[4][17];
1926 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1927 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1928 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1929 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1934 case WINED3DSPR_TEMP
:
1935 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1938 case WINED3DSPR_INPUT
:
1939 /* vertex shaders */
1940 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1942 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1943 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1945 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1949 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1951 if (reg
->idx
[0].rel_addr
)
1953 if (reg
->idx
[1].rel_addr
)
1954 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1955 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1957 sprintf(register_name
, "gs_in[%s + %u][%u]",
1958 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1960 else if (reg
->idx
[1].rel_addr
)
1961 sprintf(register_name
, "gs_in[%u][%s + %u]",
1962 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1964 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1968 /* pixel shaders >= 3.0 */
1969 if (version
->major
>= 3)
1971 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1972 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1974 if (reg
->idx
[0].rel_addr
)
1976 /* Removing a + 0 would be an obvious optimization, but
1977 * OS X doesn't see the NOP operation there. */
1980 if (shader
->u
.ps
.declared_in_count
> in_count
)
1982 sprintf(register_name
,
1983 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1984 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1985 prefix
, rel_param0
.param_str
, idx
);
1989 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1994 if (shader
->u
.ps
.declared_in_count
> in_count
)
1996 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1997 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1998 prefix
, rel_param0
.param_str
);
2002 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2008 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2009 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2010 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2015 if (!reg
->idx
[0].offset
)
2016 strcpy(register_name
, "gl_Color");
2018 strcpy(register_name
, "gl_SecondaryColor");
2023 case WINED3DSPR_CONST
:
2025 /* Relative addressing */
2026 if (reg
->idx
[0].rel_addr
)
2028 if (reg
->idx
[0].offset
)
2029 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2031 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2035 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2036 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2038 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2043 case WINED3DSPR_CONSTINT
:
2044 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2047 case WINED3DSPR_CONSTBOOL
:
2048 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2051 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2052 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2053 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2055 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2058 case WINED3DSPR_LOOP
:
2059 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2062 case WINED3DSPR_SAMPLER
:
2063 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2066 case WINED3DSPR_COLOROUT
:
2067 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2068 WARN("Write to render target %u, only %d supported.\n",
2069 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2071 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2074 case WINED3DSPR_RASTOUT
:
2075 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2078 case WINED3DSPR_DEPTHOUT
:
2079 sprintf(register_name
, "gl_FragDepth");
2082 case WINED3DSPR_ATTROUT
:
2083 if (!reg
->idx
[0].offset
)
2084 sprintf(register_name
, "%s_out[8]", prefix
);
2086 sprintf(register_name
, "%s_out[9]", prefix
);
2089 case WINED3DSPR_TEXCRDOUT
:
2090 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2091 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2094 case WINED3DSPR_MISCTYPE
:
2095 if (!reg
->idx
[0].offset
)
2098 sprintf(register_name
, "vpos");
2100 else if (reg
->idx
[0].offset
== 1)
2102 /* Note that gl_FrontFacing is a bool, while vFace is
2103 * a float for which the sign determines front/back */
2104 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2108 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2109 sprintf(register_name
, "unrecognized_register");
2113 case WINED3DSPR_IMMCONST
:
2114 switch (reg
->immconst_type
)
2116 case WINED3D_IMMCONST_SCALAR
:
2117 switch (reg
->data_type
)
2119 case WINED3D_DATA_FLOAT
:
2120 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2122 case WINED3D_DATA_INT
:
2123 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2125 case WINED3D_DATA_RESOURCE
:
2126 case WINED3D_DATA_SAMPLER
:
2127 case WINED3D_DATA_UINT
:
2128 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2131 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2136 case WINED3D_IMMCONST_VEC4
:
2137 switch (reg
->data_type
)
2139 case WINED3D_DATA_FLOAT
:
2140 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2141 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2142 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2143 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2144 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2145 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2147 case WINED3D_DATA_INT
:
2148 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2149 reg
->immconst_data
[0], reg
->immconst_data
[1],
2150 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2152 case WINED3D_DATA_RESOURCE
:
2153 case WINED3D_DATA_SAMPLER
:
2154 case WINED3D_DATA_UINT
:
2155 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2156 reg
->immconst_data
[0], reg
->immconst_data
[1],
2157 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2160 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2166 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2167 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2171 case WINED3DSPR_CONSTBUFFER
:
2172 if (reg
->idx
[1].rel_addr
)
2173 sprintf(register_name
, "%s_cb%u[%s + %u]",
2174 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2176 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2179 case WINED3DSPR_PRIMID
:
2180 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2184 FIXME("Unhandled register type %#x.\n", reg
->type
);
2185 sprintf(register_name
, "unrecognized_register");
2190 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2193 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2194 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2195 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2196 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2200 /* Get the GLSL write mask for the destination register */
2201 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2203 DWORD mask
= param
->write_mask
;
2205 if (shader_is_scalar(¶m
->reg
))
2207 mask
= WINED3DSP_WRITEMASK_0
;
2212 shader_glsl_write_mask_to_str(mask
, write_mask
);
2218 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2219 unsigned int size
= 0;
2221 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2222 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2223 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2224 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2229 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2231 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2232 * but addressed as "rgba". To fix this we need to swap the register's x
2233 * and z components. */
2234 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2237 /* swizzle bits fields: wwzzyyxx */
2238 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2239 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2240 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2241 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2245 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2246 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2248 if (shader_is_scalar(¶m
->reg
))
2249 *swizzle_str
= '\0';
2251 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2254 /* From a given parameter token, generate the corresponding GLSL string.
2255 * Also, return the actual register name and swizzle in case the
2256 * caller needs this information as well. */
2257 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2258 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2260 BOOL is_color
= FALSE
;
2261 char swizzle_str
[6];
2263 glsl_src
->reg_name
[0] = '\0';
2264 glsl_src
->param_str
[0] = '\0';
2265 swizzle_str
[0] = '\0';
2267 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2268 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2270 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2272 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2278 switch (wined3d_src
->reg
.data_type
)
2280 case WINED3D_DATA_FLOAT
:
2281 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2283 case WINED3D_DATA_INT
:
2284 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2286 case WINED3D_DATA_RESOURCE
:
2287 case WINED3D_DATA_SAMPLER
:
2288 case WINED3D_DATA_UINT
:
2289 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2292 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2293 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2297 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2301 /* From a given parameter token, generate the corresponding GLSL string.
2302 * Also, return the actual register name and swizzle in case the
2303 * caller needs this information as well. */
2304 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2305 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2307 BOOL is_color
= FALSE
;
2309 glsl_dst
->mask_str
[0] = '\0';
2310 glsl_dst
->reg_name
[0] = '\0';
2312 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2313 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2316 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2317 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2318 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2319 enum wined3d_data_type data_type
)
2321 struct glsl_dst_param glsl_dst
;
2324 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2328 case WINED3D_DATA_FLOAT
:
2329 shader_addline(buffer
, "%s%s = %s(",
2330 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2332 case WINED3D_DATA_INT
:
2333 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2334 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2336 case WINED3D_DATA_RESOURCE
:
2337 case WINED3D_DATA_SAMPLER
:
2338 case WINED3D_DATA_UINT
:
2339 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2340 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2343 FIXME("Unhandled data type %#x.\n", data_type
);
2344 shader_addline(buffer
, "%s%s = %s(",
2345 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2353 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2354 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2356 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2359 /** Process GLSL instruction modifiers */
2360 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2362 struct glsl_dst_param dst_param
;
2365 if (!ins
->dst_count
) return;
2367 modifiers
= ins
->dst
[0].modifiers
;
2368 if (!modifiers
) return;
2370 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2372 if (modifiers
& WINED3DSPDM_SATURATE
)
2374 /* _SAT means to clamp the value of the register to between 0 and 1 */
2375 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2376 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2379 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2381 FIXME("_centroid modifier not handled\n");
2384 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2386 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2390 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2394 case WINED3D_SHADER_REL_OP_GT
: return ">";
2395 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2396 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2397 case WINED3D_SHADER_REL_OP_LT
: return "<";
2398 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2399 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2401 FIXME("Unrecognized operator %#x.\n", op
);
2406 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2407 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2409 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2410 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2411 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2412 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
2413 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2414 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2415 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2416 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2418 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2420 /* Note that there's no such thing as a projected cube texture. */
2421 switch (resource_type
)
2423 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2428 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
2432 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2433 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
2434 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2435 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
2438 FIXME("Unsupported 1D shadow grad function.\n");
2439 sample_function
->name
= "unsupported1DGrad";
2444 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
2446 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2452 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
2456 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2457 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
2458 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2459 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
2462 FIXME("Unsupported 1D grad function.\n");
2463 sample_function
->name
= "unsupported1DGrad";
2468 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
2470 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
2474 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2481 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
2485 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2486 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
2487 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2488 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
2491 FIXME("Unsupported RECT shadow grad function.\n");
2492 sample_function
->name
= "unsupported2DRectGrad";
2497 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
2504 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
2508 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2509 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2510 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2511 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2514 FIXME("Unsupported 2D shadow grad function.\n");
2515 sample_function
->name
= "unsupported2DGrad";
2520 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2523 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2531 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2535 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2536 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2537 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2538 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2541 FIXME("Unsupported RECT grad function.\n");
2542 sample_function
->name
= "unsupported2DRectGrad";
2547 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2554 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2558 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2559 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2560 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2561 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2564 FIXME("Unsupported 2D grad function.\n");
2565 sample_function
->name
= "unsupported2DGrad";
2570 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2573 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2577 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2580 FIXME("Unsupported 3D shadow function.\n");
2581 sample_function
->name
= "unsupported3DShadow";
2582 sample_function
->coord_mask
= 0;
2588 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2592 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2593 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2594 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2595 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2598 FIXME("Unsupported 3D grad function.\n");
2599 sample_function
->name
= "unsupported3DGrad";
2604 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2606 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2610 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2613 FIXME("Unsupported Cube shadow function.\n");
2614 sample_function
->name
= "unsupportedCubeShadow";
2615 sample_function
->coord_mask
= 0;
2621 sample_function
->name
= "textureCubeLod";
2625 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2626 sample_function
->name
= "textureCubeGrad";
2627 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2628 sample_function
->name
= "textureCubeGradARB";
2631 FIXME("Unsupported Cube grad function.\n");
2632 sample_function
->name
= "unsupportedCubeGrad";
2637 sample_function
->name
= "textureCube";
2639 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2644 sample_function
->name
= "";
2645 sample_function
->coord_mask
= 0;
2646 FIXME("Unhandled resource type %#x.\n", resource_type
);
2651 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2652 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2654 switch(channel_source
)
2656 case CHANNEL_SOURCE_ZERO
:
2657 strcat(arguments
, "0.0");
2660 case CHANNEL_SOURCE_ONE
:
2661 strcat(arguments
, "1.0");
2664 case CHANNEL_SOURCE_X
:
2665 strcat(arguments
, reg_name
);
2666 strcat(arguments
, ".x");
2669 case CHANNEL_SOURCE_Y
:
2670 strcat(arguments
, reg_name
);
2671 strcat(arguments
, ".y");
2674 case CHANNEL_SOURCE_Z
:
2675 strcat(arguments
, reg_name
);
2676 strcat(arguments
, ".z");
2679 case CHANNEL_SOURCE_W
:
2680 strcat(arguments
, reg_name
);
2681 strcat(arguments
, ".w");
2685 FIXME("Unhandled channel source %#x\n", channel_source
);
2686 strcat(arguments
, "undefined");
2690 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2693 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2694 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2696 unsigned int mask_size
, remaining
;
2697 DWORD fixup_mask
= 0;
2698 char arguments
[256];
2701 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2702 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2703 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2704 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2705 if (!(mask
&= fixup_mask
))
2708 if (is_complex_fixup(fixup
))
2710 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2711 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2715 shader_glsl_write_mask_to_str(mask
, mask_str
);
2716 mask_size
= shader_glsl_get_write_mask_size(mask
);
2718 arguments
[0] = '\0';
2719 remaining
= mask_size
;
2720 if (mask
& WINED3DSP_WRITEMASK_0
)
2722 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2723 if (--remaining
) strcat(arguments
, ", ");
2725 if (mask
& WINED3DSP_WRITEMASK_1
)
2727 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2728 if (--remaining
) strcat(arguments
, ", ");
2730 if (mask
& WINED3DSP_WRITEMASK_2
)
2732 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2733 if (--remaining
) strcat(arguments
, ", ");
2735 if (mask
& WINED3DSP_WRITEMASK_3
)
2737 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2738 if (--remaining
) strcat(arguments
, ", ");
2742 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2744 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2747 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2752 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2753 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2756 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2757 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2758 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2760 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2761 char dst_swizzle
[6];
2762 struct color_fixup_desc fixup
;
2763 BOOL np2_fixup
= FALSE
;
2767 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2769 /* FIXME: We currently don't support fixups for vertex shaders or anything
2770 * above SM3. Note that for SM4+ the sampler index doesn't have to match
2771 * the resource index. */
2772 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2774 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2775 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2777 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2779 FIXME("Biased sampling from NP2 textures is unsupported\n");
2787 fixup
= COLOR_FIXUP_IDENTITY
;
2790 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2792 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2793 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2797 va_start(args
, coord_reg_fmt
);
2798 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2802 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2807 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2810 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2811 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2813 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2814 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2815 } else if(dx
&& dy
) {
2816 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2818 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2822 if(!is_identity_fixup(fixup
)) {
2823 shader_glsl_color_correction(ins
, fixup
);
2827 /*****************************************************************************
2828 * Begin processing individual instruction opcodes
2829 ****************************************************************************/
2831 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2833 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2834 struct glsl_src_param src0_param
;
2835 struct glsl_src_param src1_param
;
2839 /* Determine the GLSL operator to use based on the opcode */
2840 switch (ins
->handler_idx
)
2842 case WINED3DSIH_ADD
: op
= "+"; break;
2843 case WINED3DSIH_AND
: op
= "&"; break;
2844 case WINED3DSIH_DIV
: op
= "/"; break;
2845 case WINED3DSIH_IADD
: op
= "+"; break;
2846 case WINED3DSIH_ISHL
: op
= "<<"; break;
2847 case WINED3DSIH_MUL
: op
= "*"; break;
2848 case WINED3DSIH_OR
: op
= "|"; break;
2849 case WINED3DSIH_SUB
: op
= "-"; break;
2850 case WINED3DSIH_USHR
: op
= ">>"; break;
2851 case WINED3DSIH_XOR
: op
= "^"; break;
2853 op
= "<unhandled operator>";
2854 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2858 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2859 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2860 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2861 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2864 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2866 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2867 struct glsl_src_param src0_param
;
2868 struct glsl_src_param src1_param
;
2869 unsigned int mask_size
;
2873 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2874 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2875 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2876 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2880 switch (ins
->handler_idx
)
2882 case WINED3DSIH_EQ
: op
= "equal"; break;
2883 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2884 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2885 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2886 case WINED3DSIH_LT
: op
= "lessThan"; break;
2887 case WINED3DSIH_NE
: op
= "notEqual"; break;
2889 op
= "<unhandled operator>";
2890 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2894 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2895 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2899 switch (ins
->handler_idx
)
2901 case WINED3DSIH_EQ
: op
= "=="; break;
2902 case WINED3DSIH_GE
: op
= ">="; break;
2903 case WINED3DSIH_IGE
: op
= ">="; break;
2904 case WINED3DSIH_UGE
: op
= ">="; break;
2905 case WINED3DSIH_LT
: op
= "<"; break;
2906 case WINED3DSIH_NE
: op
= "!="; break;
2908 op
= "<unhandled operator>";
2909 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2913 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2914 src0_param
.param_str
, op
, src1_param
.param_str
);
2918 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2920 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2921 struct glsl_src_param src0_param
;
2922 struct glsl_src_param src1_param
;
2925 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2926 * not, we can emulate it. */
2927 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2928 FIXME("64-bit integer multiplies not implemented.\n");
2930 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2932 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2933 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2934 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2936 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2937 src0_param
.param_str
, src1_param
.param_str
);
2941 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2943 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2944 struct glsl_src_param src0_param
, src1_param
;
2947 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2950 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2954 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2955 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2956 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2957 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2958 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2960 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2961 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2962 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2963 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2965 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2966 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2970 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2971 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2972 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2973 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2976 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2978 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2979 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2980 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2981 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2985 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2986 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2988 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2989 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2990 struct glsl_src_param src0_param
;
2993 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2994 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2996 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2997 * shader versions WINED3DSIO_MOVA is used for this. */
2998 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2999 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3000 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3002 /* This is a simple floor() */
3003 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3004 if (mask_size
> 1) {
3005 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3007 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3010 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3012 /* We need to *round* to the nearest int here. */
3013 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3015 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3018 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3020 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3025 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3026 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3028 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3029 src0_param
.param_str
, src0_param
.param_str
);
3034 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3038 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3039 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3041 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3042 struct glsl_src_param src0_param
;
3043 struct glsl_src_param src1_param
;
3044 DWORD dst_write_mask
, src_write_mask
;
3045 unsigned int dst_size
= 0;
3047 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3048 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3050 /* dp4 works on vec4, dp3 on vec3, etc. */
3051 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3052 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3053 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3054 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3056 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3058 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3059 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3062 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3064 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3068 /* Note that this instruction has some restrictions. The destination write mask
3069 * can't contain the w component, and the source swizzles have to be .xyzw */
3070 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3072 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3073 struct glsl_src_param src0_param
;
3074 struct glsl_src_param src1_param
;
3077 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3078 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3079 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3080 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3081 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3084 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3086 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3089 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3090 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3091 * GLSL uses the value as-is. */
3092 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3094 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3095 struct glsl_src_param src0_param
;
3096 struct glsl_src_param src1_param
;
3097 DWORD dst_write_mask
;
3098 unsigned int dst_size
;
3100 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3101 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3103 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3104 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3108 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3109 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3113 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3114 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3118 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3119 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3121 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3122 struct glsl_src_param src_param
;
3123 const char *instruction
;
3127 /* Determine the GLSL function to use based on the opcode */
3128 /* TODO: Possibly make this a table for faster lookups */
3129 switch (ins
->handler_idx
)
3131 case WINED3DSIH_MIN
: instruction
= "min"; break;
3132 case WINED3DSIH_MAX
: instruction
= "max"; break;
3133 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3134 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3135 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3136 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3137 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3138 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3139 default: instruction
= "";
3140 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
3144 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3146 shader_addline(buffer
, "%s(", instruction
);
3150 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3151 shader_addline(buffer
, "%s", src_param
.param_str
);
3152 for (i
= 1; i
< ins
->src_count
; ++i
)
3154 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3155 shader_addline(buffer
, ", %s", src_param
.param_str
);
3159 shader_addline(buffer
, "));\n");
3162 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3164 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3166 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3167 struct glsl_src_param src_param
;
3168 unsigned int mask_size
;
3172 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3173 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3174 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3176 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3177 src_param
.param_str
, src_param
.param_str
);
3178 shader_glsl_append_dst(buffer
, ins
);
3182 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3183 mask_size
, src_param
.param_str
);
3187 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3188 src_param
.param_str
);
3192 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3194 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3195 struct glsl_src_param src0_param
;
3196 const char *prefix
, *suffix
;
3197 unsigned int dst_size
;
3198 DWORD dst_write_mask
;
3200 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3201 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3203 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
3205 switch (ins
->handler_idx
)
3207 case WINED3DSIH_EXP
:
3208 case WINED3DSIH_EXPP
:
3213 case WINED3DSIH_LOG
:
3214 case WINED3DSIH_LOGP
:
3215 prefix
= "log2(abs(";
3219 case WINED3DSIH_RCP
:
3224 case WINED3DSIH_RSQ
:
3225 prefix
= "inversesqrt(abs(";
3232 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3237 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3239 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3242 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3243 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3244 * dst.x = 2^(floor(src))
3245 * dst.y = src - floor(src)
3246 * dst.z = 2^src (partial precision is allowed, but optional)
3248 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3249 * dst = 2^src; (partial precision is allowed, but optional)
3251 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3253 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3255 struct glsl_src_param src_param
;
3258 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3260 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3261 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3262 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3263 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3265 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3266 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3267 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3271 shader_glsl_scalar_op(ins
);
3274 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3276 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3277 struct glsl_src_param src_param
;
3278 unsigned int mask_size
;
3281 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3282 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3283 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3286 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
3288 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
3291 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3293 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3294 struct glsl_src_param src_param
;
3295 unsigned int mask_size
;
3298 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3299 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3300 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3303 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
3305 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
3308 /** Process signed comparison opcodes in GLSL. */
3309 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3311 struct glsl_src_param src0_param
;
3312 struct glsl_src_param src1_param
;
3314 unsigned int mask_size
;
3316 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3317 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3318 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3319 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3321 if (mask_size
> 1) {
3322 const char *compare
;
3324 switch(ins
->handler_idx
)
3326 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3327 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3328 default: compare
= "";
3329 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3332 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3333 src0_param
.param_str
, src1_param
.param_str
);
3335 switch(ins
->handler_idx
)
3337 case WINED3DSIH_SLT
:
3338 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3339 * to return 0.0 but step returns 1.0 because step is not < x
3340 * An alternative is a bvec compare padded with an unused second component.
3341 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3342 * issue. Playing with not() is not possible either because not() does not accept
3345 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3346 src0_param
.param_str
, src1_param
.param_str
);
3348 case WINED3DSIH_SGE
:
3349 /* Here we can use the step() function and safe a conditional */
3350 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3353 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3359 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3361 const char *condition_prefix
, *condition_suffix
;
3362 struct wined3d_shader_dst_param dst
;
3363 struct glsl_src_param src0_param
;
3364 struct glsl_src_param src1_param
;
3365 struct glsl_src_param src2_param
;
3366 BOOL temp_destination
= FALSE
;
3367 DWORD cmp_channel
= 0;
3372 switch (ins
->handler_idx
)
3374 case WINED3DSIH_CMP
:
3375 condition_prefix
= "";
3376 condition_suffix
= " >= 0.0";
3379 case WINED3DSIH_CND
:
3380 condition_prefix
= "";
3381 condition_suffix
= " > 0.5";
3384 case WINED3DSIH_MOVC
:
3385 condition_prefix
= "bool(";
3386 condition_suffix
= ")";
3390 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3391 condition_prefix
= "<unhandled prefix>";
3392 condition_suffix
= "<unhandled suffix>";
3396 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3398 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3399 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3400 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3401 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3403 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3404 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3405 src1_param
.param_str
, src2_param
.param_str
);
3411 /* Splitting the instruction up in multiple lines imposes a problem:
3412 * The first lines may overwrite source parameters of the following lines.
3413 * Deal with that by using a temporary destination register if needed. */
3414 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3415 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3416 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3417 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3418 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3419 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3420 temp_destination
= TRUE
;
3422 /* Cycle through all source0 channels. */
3423 for (i
= 0; i
< 4; ++i
)
3426 /* Find the destination channels which use the current source0 channel. */
3427 for (j
= 0; j
< 4; ++j
)
3429 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3431 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3432 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3435 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3437 if (temp_destination
)
3439 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3441 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3443 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3446 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3447 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3448 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3450 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3451 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3452 src1_param
.param_str
, src2_param
.param_str
);
3455 if (temp_destination
)
3457 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3458 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3459 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3463 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3464 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3465 * the compare is done per component of src0. */
3466 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3468 struct glsl_src_param src0_param
;
3469 struct glsl_src_param src1_param
;
3470 struct glsl_src_param src2_param
;
3472 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3473 ins
->ctx
->reg_maps
->shader_version
.minor
);
3475 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3477 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3478 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3479 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3480 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3482 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3483 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3485 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3486 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3490 shader_glsl_conditional_move(ins
);
3493 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3494 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3496 struct glsl_src_param src0_param
;
3497 struct glsl_src_param src1_param
;
3498 struct glsl_src_param src2_param
;
3501 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3502 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3503 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3504 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3505 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3506 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3509 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3510 Vertex shaders to GLSL codes */
3511 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3514 int nComponents
= 0;
3515 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3516 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3517 struct wined3d_shader_instruction tmp_ins
;
3519 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3521 /* Set constants for the temporary argument */
3522 tmp_ins
.ctx
= ins
->ctx
;
3523 tmp_ins
.dst_count
= 1;
3524 tmp_ins
.dst
= &tmp_dst
;
3525 tmp_ins
.src_count
= 2;
3526 tmp_ins
.src
= tmp_src
;
3528 switch(ins
->handler_idx
)
3530 case WINED3DSIH_M4x4
:
3532 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3534 case WINED3DSIH_M4x3
:
3536 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3538 case WINED3DSIH_M3x4
:
3540 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3542 case WINED3DSIH_M3x3
:
3544 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3546 case WINED3DSIH_M3x2
:
3548 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3554 tmp_dst
= ins
->dst
[0];
3555 tmp_src
[0] = ins
->src
[0];
3556 tmp_src
[1] = ins
->src
[1];
3557 for (i
= 0; i
< nComponents
; ++i
)
3559 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3560 shader_glsl_dot(&tmp_ins
);
3561 ++tmp_src
[1].reg
.idx
[0].offset
;
3566 The LRP instruction performs a component-wise linear interpolation
3567 between the second and third operands using the first operand as the
3568 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3569 This is equivalent to mix(src2, src1, src0);
3571 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3573 struct glsl_src_param src0_param
;
3574 struct glsl_src_param src1_param
;
3575 struct glsl_src_param src2_param
;
3578 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3580 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3581 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3582 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3584 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3585 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3588 /** Process the WINED3DSIO_LIT instruction in GLSL:
3589 * dst.x = dst.w = 1.0
3590 * dst.y = (src0.x > 0) ? src0.x
3591 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3592 * where src.w is clamped at +- 128
3594 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3596 struct glsl_src_param src0_param
;
3597 struct glsl_src_param src1_param
;
3598 struct glsl_src_param src3_param
;
3601 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3602 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3604 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3605 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3606 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3608 /* The sdk specifies the instruction like this
3610 * if(src.x > 0.0) dst.y = src.x
3612 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3615 * (where power = src.w clamped between -128 and 128)
3617 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3618 * dst.x = 1.0 ... No further explanation needed
3619 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3620 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3621 * dst.w = 1.0. ... Nothing fancy.
3623 * So we still have one conditional in there. So do this:
3624 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3626 * 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),
3627 * 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.
3628 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3630 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3631 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3632 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3634 shader_addline(ins
->ctx
->buffer
,
3635 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3636 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3637 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3638 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3641 /** Process the WINED3DSIO_DST instruction in GLSL:
3643 * dst.y = src0.x * src0.y
3647 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3649 struct glsl_src_param src0y_param
;
3650 struct glsl_src_param src0z_param
;
3651 struct glsl_src_param src1y_param
;
3652 struct glsl_src_param src1w_param
;
3655 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3656 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3658 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3659 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3660 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3661 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3663 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3664 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3667 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3668 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3669 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3671 * dst.x = cos(src0.?)
3672 * dst.y = sin(src0.?)
3676 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3678 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3679 struct glsl_src_param src0_param
;
3682 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3684 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3686 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3689 case WINED3DSP_WRITEMASK_0
:
3690 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3693 case WINED3DSP_WRITEMASK_1
:
3694 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3697 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3698 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3699 src0_param
.param_str
, src0_param
.param_str
);
3703 ERR("Write mask should be .x, .y or .xy\n");
3710 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3713 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3717 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3718 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3719 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3721 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3722 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3723 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3725 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3726 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3730 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3731 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3732 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3735 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3737 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3738 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3739 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3743 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3744 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3745 * generate invalid code
3747 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3749 struct glsl_src_param src0_param
;
3752 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3753 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3755 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3758 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3759 * Start a for() loop where src1.y is the initial value of aL,
3760 * increment aL by src1.z for a total of src1.x iterations.
3761 * Need to use a temporary variable for this operation.
3763 /* FIXME: I don't think nested loops will work correctly this way. */
3764 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3766 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3767 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3768 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3769 const struct wined3d_shader_lconst
*constant
;
3770 struct glsl_src_param src1_param
;
3771 const DWORD
*control_values
= NULL
;
3773 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3775 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3777 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3778 * class hardware doesn't support real varying indexing, but Microsoft
3779 * designed this feature for Shader model 2.x+. If the loop control is
3780 * known at compile time, the GLSL compiler can unroll the loop, and
3781 * replace indirect addressing with direct addressing. */
3782 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3784 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3786 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3788 control_values
= constant
->value
;
3796 struct wined3d_shader_loop_control loop_control
;
3797 loop_control
.count
= control_values
[0];
3798 loop_control
.start
= control_values
[1];
3799 loop_control
.step
= (int)control_values
[2];
3801 if (loop_control
.step
> 0)
3803 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3804 loop_state
->current_depth
, loop_control
.start
,
3805 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3806 loop_state
->current_depth
, loop_control
.step
);
3808 else if (loop_control
.step
< 0)
3810 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3811 loop_state
->current_depth
, loop_control
.start
,
3812 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3813 loop_state
->current_depth
, loop_control
.step
);
3817 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3818 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3819 loop_state
->current_depth
, loop_control
.count
,
3820 loop_state
->current_depth
);
3825 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3826 loop_state
->current_depth
, loop_state
->current_reg
,
3827 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3828 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3831 ++loop_state
->current_reg
;
3835 shader_addline(buffer
, "for (;;)\n{\n");
3838 ++loop_state
->current_depth
;
3841 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3843 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3845 shader_addline(ins
->ctx
->buffer
, "}\n");
3847 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3849 --loop_state
->current_depth
;
3850 --loop_state
->current_reg
;
3853 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3855 --loop_state
->current_depth
;
3859 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3861 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3862 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3863 const struct wined3d_shader_lconst
*constant
;
3864 struct glsl_src_param src0_param
;
3865 const DWORD
*control_values
= NULL
;
3867 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3868 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3870 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3872 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3874 control_values
= constant
->value
;
3882 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3883 loop_state
->current_depth
, loop_state
->current_depth
,
3884 control_values
[0], loop_state
->current_depth
);
3888 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3889 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3890 loop_state
->current_depth
, loop_state
->current_depth
,
3891 src0_param
.param_str
, loop_state
->current_depth
);
3894 ++loop_state
->current_depth
;
3897 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3899 struct glsl_src_param src0_param
;
3901 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3902 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3905 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3907 struct glsl_src_param src0_param
;
3908 struct glsl_src_param src1_param
;
3910 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3911 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3913 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3914 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3917 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3919 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3922 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3924 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3927 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3929 shader_addline(ins
->ctx
->buffer
, "break;\n");
3932 /* FIXME: According to MSDN the compare is done per component. */
3933 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3935 struct glsl_src_param src0_param
;
3936 struct glsl_src_param src1_param
;
3938 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3939 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3941 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3942 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3945 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3947 struct glsl_src_param src_param
;
3949 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3950 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3953 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3955 shader_addline(ins
->ctx
->buffer
, "}\n");
3956 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3959 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3961 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3964 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3966 struct glsl_src_param src1_param
;
3968 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3969 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3970 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3973 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3975 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3976 * function only suppresses the unhandled instruction warning
3980 /*********************************************
3981 * Pixel Shader Specific Code begins here
3982 ********************************************/
3983 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3985 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3986 ins
->ctx
->reg_maps
->shader_version
.minor
);
3987 struct glsl_sample_function sample_function
;
3988 DWORD sample_flags
= 0;
3990 DWORD mask
= 0, swizzle
;
3991 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3993 /* 1.0-1.4: Use destination register as sampler source.
3994 * 2.0+: Use provided sampler source. */
3995 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3996 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3998 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4000 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4002 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4003 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4004 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4006 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4007 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4009 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4010 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4012 case WINED3D_TTFF_COUNT1
:
4013 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4015 case WINED3D_TTFF_COUNT2
:
4016 mask
= WINED3DSP_WRITEMASK_1
;
4018 case WINED3D_TTFF_COUNT3
:
4019 mask
= WINED3DSP_WRITEMASK_2
;
4021 case WINED3D_TTFF_COUNT4
:
4022 case WINED3D_TTFF_DISABLE
:
4023 mask
= WINED3DSP_WRITEMASK_3
;
4028 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4030 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4032 if (src_mod
== WINED3DSPSM_DZ
) {
4033 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4034 mask
= WINED3DSP_WRITEMASK_2
;
4035 } else if (src_mod
== WINED3DSPSM_DW
) {
4036 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4037 mask
= WINED3DSP_WRITEMASK_3
;
4042 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4043 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4045 /* ps 2.0 texldp instruction always divides by the fourth component. */
4046 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4047 mask
= WINED3DSP_WRITEMASK_3
;
4051 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
4052 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4054 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
4055 mask
|= sample_function
.coord_mask
;
4057 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4058 else swizzle
= ins
->src
[1].swizzle
;
4060 /* 1.0-1.3: Use destination register as coordinate source.
4061 1.4+: Use provided coordinate source register. */
4062 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4065 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4066 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4067 "T%u%s", resource_idx
, coord_mask
);
4071 struct glsl_src_param coord_param
;
4072 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4073 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4075 struct glsl_src_param bias
;
4076 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4077 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4078 "%s", coord_param
.param_str
);
4080 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4081 "%s", coord_param
.param_str
);
4086 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4088 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4089 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4090 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4091 struct glsl_sample_function sample_function
;
4093 DWORD swizzle
= ins
->src
[1].swizzle
;
4094 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4096 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4098 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4099 shader_glsl_tex(ins
);
4103 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4104 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4105 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4107 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4108 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4109 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4110 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4112 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
4113 "%s", coord_param
.param_str
);
4116 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4118 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4119 struct glsl_src_param coord_param
, lod_param
;
4120 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4121 struct glsl_sample_function sample_function
;
4123 DWORD swizzle
= ins
->src
[1].swizzle
;
4124 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4126 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4127 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4128 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4129 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4131 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4132 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4134 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4136 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4137 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4139 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4140 * However, the NVIDIA drivers allow them in fragment shaders as well,
4141 * even without the appropriate extension. */
4142 WARN("Using %s in fragment shader.\n", sample_function
.name
);
4144 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
4145 "%s", coord_param
.param_str
);
4148 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4149 unsigned int resource_idx
, unsigned int sampler_idx
)
4151 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4154 for (i
= 0; i
< sampler_map
->count
; ++i
)
4156 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4157 return entries
[i
].bind_idx
;
4160 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4165 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4167 struct glsl_sample_function sample_function
;
4168 struct glsl_src_param coord_param
;
4169 unsigned int sampler_idx
;
4171 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
4172 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4173 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4174 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
4175 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4176 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
4179 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4181 /* FIXME: Make this work for more than just 2D textures */
4182 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4183 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4185 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4189 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4190 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
4191 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4195 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4196 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4197 char dst_swizzle
[6];
4199 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4201 if (src_mod
== WINED3DSPSM_DZ
)
4203 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4204 struct glsl_src_param div_param
;
4206 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
4208 if (mask_size
> 1) {
4209 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4211 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4214 else if (src_mod
== WINED3DSPSM_DW
)
4216 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4217 struct glsl_src_param div_param
;
4219 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
4221 if (mask_size
> 1) {
4222 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4224 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4227 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
4232 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4233 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4234 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4235 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4237 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4238 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4239 struct glsl_sample_function sample_function
;
4240 struct glsl_src_param src0_param
;
4243 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4245 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4246 * scalar, and projected sampling would require 4.
4248 * It is a dependent read - not valid with conditional NP2 textures
4250 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4251 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4256 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4257 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4261 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4262 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4266 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4267 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4271 FIXME("Unexpected mask size %u\n", mask_size
);
4276 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4277 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4278 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4280 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4281 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4282 struct glsl_src_param src0_param
;
4284 unsigned int mask_size
;
4286 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4287 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4288 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4290 if (mask_size
> 1) {
4291 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4293 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4297 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4298 * Calculate the depth as dst.x / dst.y */
4299 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4301 struct glsl_dst_param dst_param
;
4303 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4305 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4306 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4307 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4308 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4311 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4312 dst_param
.reg_name
, dst_param
.reg_name
);
4315 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4316 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4317 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4318 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4320 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4322 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4323 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4324 struct glsl_src_param src0_param
;
4326 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4328 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4329 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4332 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4333 * Calculate the 1st of a 2-row matrix multiplication. */
4334 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4336 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4337 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4338 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4339 struct glsl_src_param src0_param
;
4341 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4342 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4345 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4346 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4347 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4349 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4350 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4351 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4352 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4353 struct glsl_src_param src0_param
;
4355 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4356 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4357 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4360 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4362 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4363 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4364 struct glsl_sample_function sample_function
;
4365 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4366 struct glsl_src_param src0_param
;
4368 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4369 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4371 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4373 /* Sample the texture using the calculated coordinates */
4374 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
4377 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4378 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4379 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4381 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4382 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4383 struct glsl_sample_function sample_function
;
4384 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4385 struct glsl_src_param src0_param
;
4387 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4388 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4390 /* Dependent read, not valid with conditional NP2 */
4391 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4393 /* Sample the texture using the calculated coordinates */
4394 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
4396 tex_mx
->current_row
= 0;
4399 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4400 * Perform the 3rd row of a 3x3 matrix multiply */
4401 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4403 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4404 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4405 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4406 struct glsl_src_param src0_param
;
4409 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4411 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4412 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4413 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4415 tex_mx
->current_row
= 0;
4418 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4419 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4420 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4422 struct glsl_src_param src0_param
;
4423 struct glsl_src_param src1_param
;
4424 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4425 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4426 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4427 struct glsl_sample_function sample_function
;
4428 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4431 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4432 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4434 /* Perform the last matrix multiply operation */
4435 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4436 /* Reflection calculation */
4437 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4439 /* Dependent read, not valid with conditional NP2 */
4440 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4441 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4443 /* Sample the texture */
4444 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4445 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4447 tex_mx
->current_row
= 0;
4450 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4451 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4452 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4454 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4455 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4456 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4457 struct glsl_sample_function sample_function
;
4458 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4459 struct glsl_src_param src0_param
;
4462 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4464 /* Perform the last matrix multiply operation */
4465 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4467 /* Construct the eye-ray vector from w coordinates */
4468 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4469 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4470 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4472 /* Dependent read, not valid with conditional NP2 */
4473 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4474 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4476 /* Sample the texture using the calculated coordinates */
4477 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4478 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4480 tex_mx
->current_row
= 0;
4483 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4484 * Apply a fake bump map transform.
4485 * texbem is pshader <= 1.3 only, this saves a few version checks
4487 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4489 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4490 struct glsl_sample_function sample_function
;
4491 struct glsl_src_param coord_param
;
4497 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4498 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4499 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4501 /* Dependent read, not valid with conditional NP2 */
4502 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4503 mask
= sample_function
.coord_mask
;
4505 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4507 /* With projected textures, texbem only divides the static texture coord,
4508 * not the displacement, so we can't let GL handle this. */
4509 if (flags
& WINED3D_PSARGS_PROJECTED
)
4512 char coord_div_mask
[3];
4513 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4515 case WINED3D_TTFF_COUNT1
:
4516 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4518 case WINED3D_TTFF_COUNT2
:
4519 div_mask
= WINED3DSP_WRITEMASK_1
;
4521 case WINED3D_TTFF_COUNT3
:
4522 div_mask
= WINED3DSP_WRITEMASK_2
;
4524 case WINED3D_TTFF_COUNT4
:
4525 case WINED3D_TTFF_DISABLE
:
4526 div_mask
= WINED3DSP_WRITEMASK_3
;
4529 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4530 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4533 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4535 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4536 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4537 coord_param
.param_str
, coord_mask
);
4539 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4541 struct glsl_src_param luminance_param
;
4542 struct glsl_dst_param dst_param
;
4544 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4545 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4547 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4548 dst_param
.reg_name
, dst_param
.mask_str
,
4549 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4553 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4555 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4556 struct glsl_src_param src0_param
, src1_param
;
4558 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4559 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4561 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4562 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4563 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4566 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4567 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4568 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4570 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4571 struct glsl_sample_function sample_function
;
4572 struct glsl_src_param src0_param
;
4574 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4576 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4577 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4578 "%s.wx", src0_param
.reg_name
);
4581 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4582 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4583 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4585 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4586 struct glsl_sample_function sample_function
;
4587 struct glsl_src_param src0_param
;
4589 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4591 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4592 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4593 "%s.yz", src0_param
.reg_name
);
4596 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4597 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4598 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4600 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4601 struct glsl_sample_function sample_function
;
4602 struct glsl_src_param src0_param
;
4604 /* Dependent read, not valid with conditional NP2 */
4605 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4606 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4608 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4609 "%s", src0_param
.param_str
);
4612 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4613 * If any of the first 3 components are < 0, discard this pixel */
4614 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4616 struct glsl_dst_param dst_param
;
4618 /* The argument is a destination parameter, and no writemasks are allowed */
4619 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4620 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4622 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4623 FIXME("SM4 discard not implemented.\n");
4624 /* 2.0 shaders compare all 4 components in texkill */
4625 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4627 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4628 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4629 * 4 components are defined, only the first 3 are used
4631 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4635 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4636 * dst = dot2(src0, src1) + src2 */
4637 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4639 struct glsl_src_param src0_param
;
4640 struct glsl_src_param src1_param
;
4641 struct glsl_src_param src2_param
;
4643 unsigned int mask_size
;
4645 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4646 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4648 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4649 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4650 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4652 if (mask_size
> 1) {
4653 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4654 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4656 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4657 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4661 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4662 const struct wined3d_shader_signature
*input_signature
,
4663 const struct wined3d_shader_reg_maps
*reg_maps
,
4664 enum vertexprocessing_mode vertexprocessing
)
4668 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4670 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4671 const char *semantic_name
;
4676 if (!(reg_maps
->input_registers
& (1 << input
->register_idx
)))
4679 semantic_name
= input
->semantic_name
;
4680 semantic_idx
= input
->semantic_idx
;
4681 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4683 if (vertexprocessing
== vertexshader
)
4685 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4686 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4687 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4689 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4690 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4691 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4693 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4695 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4696 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4697 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, semantic_idx
, reg_mask
);
4699 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4700 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4702 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4705 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4706 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4707 else if (semantic_idx
== 1)
4708 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4709 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4711 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4712 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4716 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4717 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4722 /*********************************************
4723 * Vertex Shader Specific Code begins here
4724 ********************************************/
4726 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4728 struct glsl_program_key key
;
4730 key
.vs_id
= entry
->vs
.id
;
4731 key
.gs_id
= entry
->gs
.id
;
4732 key
.ps_id
= entry
->ps
.id
;
4734 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4736 ERR("Failed to insert program entry.\n");
4740 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4741 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4743 struct wine_rb_entry
*entry
;
4744 struct glsl_program_key key
;
4750 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4751 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4754 /* Context activation is done by the caller. */
4755 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4756 struct glsl_shader_prog_link
*entry
)
4758 struct glsl_program_key key
;
4760 key
.vs_id
= entry
->vs
.id
;
4761 key
.gs_id
= entry
->gs
.id
;
4762 key
.ps_id
= entry
->ps
.id
;
4763 wine_rb_remove(&priv
->program_lookup
, &key
);
4765 GL_EXTCALL(glDeleteProgram(entry
->id
));
4767 list_remove(&entry
->vs
.shader_entry
);
4769 list_remove(&entry
->gs
.shader_entry
);
4771 list_remove(&entry
->ps
.shader_entry
);
4772 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4773 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4774 HeapFree(GetProcessHeap(), 0, entry
);
4777 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
4778 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4779 const struct wined3d_shader_signature
*input_signature
,
4780 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4781 const struct wined3d_shader_signature
*output_signature
,
4782 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4784 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4788 unsigned int in_count
= vec4_varyings(3, gl_info
);
4790 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
4792 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4794 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4796 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4798 if (!(reg_maps_in
->input_registers
& (1 << input
->register_idx
)))
4801 in_idx
= map
[input
->register_idx
];
4802 /* Declared, but not read register */
4805 if (in_idx
>= (in_count
+ 2))
4807 FIXME("More input varyings declared than supported, expect issues.\n");
4811 if (in_idx
== in_count
)
4812 string_buffer_sprintf(destination
, "gl_FrontColor");
4813 else if (in_idx
== in_count
+ 1)
4814 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4816 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
4821 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4823 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4826 if (!(reg_maps_out
->output_registers
& (1 << output
->register_idx
))
4827 || input
->semantic_idx
!= output
->semantic_idx
4828 || strcmp(input
->semantic_name
, output
->semantic_name
)
4829 || !(mask
= input
->mask
& output
->mask
))
4832 if (set
[in_idx
] == ~0u)
4835 set
[in_idx
] |= mask
;
4836 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4838 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4839 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
4843 for (i
= 0; i
< in_count
+ 2; ++i
)
4847 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4850 if (set
[i
] == ~0U) set
[i
] = 0;
4853 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4854 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4855 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4856 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4857 reg_mask
[size
] = '\0';
4860 string_buffer_sprintf(destination
, "gl_FrontColor");
4861 else if (i
== in_count
+ 1)
4862 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4864 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
4866 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
4867 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
4870 HeapFree(GetProcessHeap(), 0, set
);
4871 string_buffer_release(&priv
->string_buffers
, destination
);
4874 /* Context activation is done by the caller. */
4875 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
4876 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4877 const struct wined3d_gl_info
*gl_info
)
4879 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4881 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4883 const char *semantic_name
;
4887 string_buffer_clear(buffer
);
4889 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
4893 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4895 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4897 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4900 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4903 semantic_name
= output
->semantic_name
;
4904 semantic_idx
= output
->semantic_idx
;
4905 write_mask
= output
->mask
;
4906 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4908 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4911 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4912 reg_mask
, output
->register_idx
, reg_mask
);
4913 else if (semantic_idx
== 1)
4914 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4915 reg_mask
, output
->register_idx
, reg_mask
);
4917 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4919 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4920 reg_mask
, output
->register_idx
, reg_mask
);
4922 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4924 if (semantic_idx
< 8)
4926 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4927 write_mask
|= WINED3DSP_WRITEMASK_3
;
4929 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4930 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
4931 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4932 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4935 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4937 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4939 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4941 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4942 output
->register_idx
, reg_mask
[1]);
4945 shader_addline(buffer
, "}\n");
4949 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4950 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4951 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4952 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4954 /* First, sort out position and point size. Those are not passed to the pixel shader */
4955 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4957 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4959 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4962 semantic_name
= output
->semantic_name
;
4963 semantic_idx
= output
->semantic_idx
;
4964 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
4966 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4968 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4969 reg_mask
, output
->register_idx
, reg_mask
);
4971 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4973 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4977 /* Then, fix the pixel shader input */
4978 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
4979 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
4981 shader_addline(buffer
, "}\n");
4984 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4985 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4986 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4991 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
4993 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4994 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4995 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4996 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4997 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4998 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
5001 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
5005 case WINED3D_FFP_PS_FOG_OFF
:
5008 case WINED3D_FFP_PS_FOG_LINEAR
:
5009 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
5012 case WINED3D_FFP_PS_FOG_EXP
:
5013 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
5014 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
5017 case WINED3D_FFP_PS_FOG_EXP2
:
5018 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
5019 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
5023 ERR("Invalid fog mode %#x.\n", mode
);
5027 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
5030 /* Context activation is done by the caller. */
5031 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5032 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
5033 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5035 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5036 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5037 const DWORD
*function
= shader
->function
;
5038 struct shader_glsl_ctx_priv priv_ctx
;
5040 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5041 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5043 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5044 priv_ctx
.cur_ps_args
= args
;
5045 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5047 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5049 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5050 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5051 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5052 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5053 /* The spec says that it doesn't have to be explicitly enabled, but the
5054 * nvidia drivers write a warning if we don't do so. */
5055 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5056 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5057 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5058 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5059 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5060 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5062 /* Base Declarations */
5063 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5065 /* Pack 3.0 inputs */
5066 if (reg_maps
->shader_version
.major
>= 3)
5067 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
->vp_mode
);
5069 /* Base Shader Body */
5070 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5072 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5073 if (reg_maps
->shader_version
.major
< 2)
5075 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5076 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5079 if (args
->srgb_correction
)
5080 shader_glsl_generate_srgb_write_correction(buffer
);
5082 /* SM < 3 does not replace the fog stage. */
5083 if (reg_maps
->shader_version
.major
< 3)
5084 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5086 shader_addline(buffer
, "}\n");
5088 TRACE("Compiling shader object %u.\n", shader_id
);
5089 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5094 /* Context activation is done by the caller. */
5095 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5096 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
5097 const struct vs_compile_args
*args
)
5099 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5100 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5101 const DWORD
*function
= shader
->function
;
5102 struct shader_glsl_ctx_priv priv_ctx
;
5104 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5105 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5107 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5109 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5110 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5111 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5112 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5113 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5114 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5115 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5116 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5118 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5119 priv_ctx
.cur_vs_args
= args
;
5121 /* Base Declarations */
5122 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5124 /* Base Shader Body */
5125 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5127 /* Unpack outputs */
5128 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5130 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5131 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5132 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5133 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5135 if (args
->fog_src
== VS_FOG_Z
)
5136 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
5137 else if (!reg_maps
->fog
)
5138 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
5140 /* We always store the clipplanes without y inversion */
5141 if (args
->clip_enabled
)
5142 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5144 /* Write the final position.
5146 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5147 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5148 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5149 * contains 1.0 to allow a mad.
5151 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5152 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5154 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5156 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5157 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5158 * which is the same as z = z * 2 - w.
5160 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5162 shader_addline(buffer
, "}\n");
5164 TRACE("Compiling shader object %u.\n", shader_id
);
5165 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5170 /* Context activation is done by the caller. */
5171 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5172 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
)
5174 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5175 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5176 const DWORD
*function
= shader
->function
;
5177 struct shader_glsl_ctx_priv priv_ctx
;
5180 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5182 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5184 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5185 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5186 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5187 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5188 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5189 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5190 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5191 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5193 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5194 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5195 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5196 shader_addline(buffer
, "}\n");
5198 TRACE("Compiling shader object %u.\n", shader_id
);
5199 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5204 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5205 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
,
5206 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5208 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5209 struct glsl_shader_private
*shader_data
;
5210 struct ps_np2fixup_info
*np2fixup
;
5215 if (!shader
->backend_data
)
5217 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5218 if (!shader
->backend_data
)
5220 ERR("Failed to allocate backend data.\n");
5224 shader_data
= shader
->backend_data
;
5225 gl_shaders
= shader_data
->gl_shaders
.ps
;
5227 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5228 * so a linear search is more performant than a hashmap or a binary search
5229 * (cache coherency etc)
5231 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5233 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5235 if (args
->np2_fixup
)
5236 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5237 return gl_shaders
[i
].id
;
5241 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5242 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5243 if (shader_data
->num_gl_shaders
)
5245 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5246 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5247 new_size
* sizeof(*gl_shaders
));
5251 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5256 ERR("Out of memory\n");
5259 shader_data
->gl_shaders
.ps
= new_array
;
5260 shader_data
->shader_array_size
= new_size
;
5261 gl_shaders
= new_array
;
5264 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5266 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5267 memset(np2fixup
, 0, sizeof(*np2fixup
));
5268 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5270 pixelshader_update_resource_types(shader
, args
->tex_types
);
5272 string_buffer_clear(buffer
);
5273 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
5274 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5279 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5280 const DWORD use_map
) {
5281 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5282 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5283 return stored
->fog_src
== new->fog_src
;
5286 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5287 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
,
5288 const struct vs_compile_args
*args
)
5292 DWORD use_map
= context
->stream_info
.use_map
;
5293 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5294 struct glsl_shader_private
*shader_data
;
5297 if (!shader
->backend_data
)
5299 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5300 if (!shader
->backend_data
)
5302 ERR("Failed to allocate backend data.\n");
5306 shader_data
= shader
->backend_data
;
5307 gl_shaders
= shader_data
->gl_shaders
.vs
;
5309 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5310 * so a linear search is more performant than a hashmap or a binary search
5311 * (cache coherency etc)
5313 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5315 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5316 return gl_shaders
[i
].id
;
5319 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5321 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5322 if (shader_data
->num_gl_shaders
)
5324 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5325 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5326 new_size
* sizeof(*gl_shaders
));
5330 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5335 ERR("Out of memory\n");
5338 shader_data
->gl_shaders
.vs
= new_array
;
5339 shader_data
->shader_array_size
= new_size
;
5340 gl_shaders
= new_array
;
5343 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5345 string_buffer_clear(buffer
);
5346 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
5347 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5352 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5353 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
)
5355 struct glsl_gs_compiled_shader
*gl_shaders
;
5356 struct glsl_shader_private
*shader_data
;
5359 if (!shader
->backend_data
)
5361 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5363 ERR("Failed to allocate backend data.\n");
5367 shader_data
= shader
->backend_data
;
5368 gl_shaders
= shader_data
->gl_shaders
.gs
;
5370 if (shader_data
->num_gl_shaders
)
5371 return gl_shaders
[0].id
;
5373 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5375 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5377 ERR("Failed to allocate GL shader array.\n");
5380 shader_data
->shader_array_size
= 1;
5381 gl_shaders
= shader_data
->gl_shaders
.gs
;
5383 string_buffer_clear(buffer
);
5384 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
5385 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5390 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5394 case WINED3D_MCS_MATERIAL
:
5396 case WINED3D_MCS_COLOR1
:
5398 case WINED3D_MCS_COLOR2
:
5399 return "gl_SecondaryColor";
5401 ERR("Invalid material color source %#x.\n", mcs
);
5406 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5407 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5409 const char *diffuse
, *specular
, *emission
, *ambient
;
5410 enum wined3d_light_type light_type
;
5413 if (!settings
->lighting
)
5415 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
5416 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
5420 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5421 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5422 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5423 shader_addline(buffer
, "vec3 dir, dst;\n");
5424 shader_addline(buffer
, "float att, t;\n");
5426 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5427 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5428 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5429 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "ffp_material.emission");
5431 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5433 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5436 case WINED3D_LIGHT_POINT
:
5437 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5438 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5439 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5440 shader_addline(buffer
, "dst.x = 1.0;\n");
5441 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5442 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5443 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5444 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz / att;\n", i
);
5445 if (!settings
->normal
)
5447 shader_addline(buffer
, "}\n");
5450 shader_addline(buffer
, "dir = normalize(dir);\n");
5451 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5452 " * ffp_light[%u].diffuse.xyz) / att;\n", i
);
5453 if (settings
->localviewer
)
5454 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5456 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5457 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5458 " * ffp_light[%u].specular) / att;\n", i
);
5459 shader_addline(buffer
, "}\n");
5462 case WINED3D_LIGHT_SPOT
:
5463 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5464 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5465 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5466 shader_addline(buffer
, "dst.x = 1.0;\n");
5467 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5468 shader_addline(buffer
, "dir = normalize(dir);\n");
5469 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5470 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5471 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5472 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5473 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff)"
5474 " / dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5475 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5476 i
, i
, i
, i
, i
, i
, i
);
5477 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5478 if (!settings
->normal
)
5480 shader_addline(buffer
, "}\n");
5483 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5484 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5485 if (settings
->localviewer
)
5486 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5488 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5489 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5490 " * ffp_light[%u].specular) * att;\n", i
);
5491 shader_addline(buffer
, "}\n");
5494 case WINED3D_LIGHT_DIRECTIONAL
:
5495 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5496 if (!settings
->normal
)
5498 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5499 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5500 " * ffp_light[%u].diffuse.xyz;\n", i
);
5501 /* TODO: In the non-local viewer case the halfvector is constant
5502 * and could be precomputed and stored in a uniform. */
5503 if (settings
->localviewer
)
5504 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5506 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5507 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5508 " * ffp_light[%u].specular;\n", i
);
5513 FIXME("Unhandled light type %#x.\n", light_type
);
5518 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5519 ambient
, diffuse
, emission
);
5520 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
5521 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
5524 /* Context activation is done by the caller. */
5525 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer
*buffer
,
5526 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5531 string_buffer_clear(buffer
);
5533 shader_addline(buffer
, "#version 120\n");
5534 shader_addline(buffer
, "\n");
5536 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix;\n");
5537 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5538 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5539 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
5541 shader_addline(buffer
, "uniform struct\n{\n");
5542 shader_addline(buffer
, " vec4 emission;\n");
5543 shader_addline(buffer
, " vec4 ambient;\n");
5544 shader_addline(buffer
, " vec4 diffuse;\n");
5545 shader_addline(buffer
, " vec4 specular;\n");
5546 shader_addline(buffer
, " float shininess;\n");
5547 shader_addline(buffer
, "} ffp_material;\n");
5549 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
5550 shader_addline(buffer
, "uniform struct\n{\n");
5551 shader_addline(buffer
, " vec4 diffuse;\n");
5552 shader_addline(buffer
, " vec4 specular;\n");
5553 shader_addline(buffer
, " vec4 ambient;\n");
5554 shader_addline(buffer
, " vec4 position;\n");
5555 shader_addline(buffer
, " vec3 direction;\n");
5556 shader_addline(buffer
, " float range;\n");
5557 shader_addline(buffer
, " float falloff;\n");
5558 shader_addline(buffer
, " float c_att;\n");
5559 shader_addline(buffer
, " float l_att;\n");
5560 shader_addline(buffer
, " float q_att;\n");
5561 shader_addline(buffer
, " float cos_htheta;\n");
5562 shader_addline(buffer
, " float cos_hphi;\n");
5563 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
5565 shader_addline(buffer
, "\nvoid main()\n{\n");
5566 shader_addline(buffer
, "float m;\n");
5567 shader_addline(buffer
, "vec3 r;\n");
5569 if (settings
->transformed
)
5571 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
5572 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5573 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
5577 shader_addline(buffer
, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
5578 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5579 if (settings
->clipping
)
5580 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5581 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5584 if (!settings
->normal
)
5585 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5586 else if (settings
->normalize
)
5587 shader_addline(buffer
, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
5589 shader_addline(buffer
, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
5591 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5593 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5595 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5597 case WINED3DTSS_TCI_PASSTHRU
:
5598 if (settings
->texcoords
& (1 << i
))
5599 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n",
5603 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5604 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5607 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5608 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
5611 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5612 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5613 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5616 case WINED3DTSS_TCI_SPHEREMAP
:
5617 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5618 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5619 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5620 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5624 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5629 switch (settings
->fog_mode
)
5631 case WINED3D_FFP_VS_FOG_OFF
:
5634 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5635 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5638 case WINED3D_FFP_VS_FOG_RANGE
:
5639 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5642 case WINED3D_FFP_VS_FOG_DEPTH
:
5643 if (settings
->ortho_fog
)
5644 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5645 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5646 else if (settings
->transformed
)
5647 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5649 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5653 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5657 if (settings
->point_size
)
5659 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5660 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5661 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5662 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5665 shader_addline(buffer
, "}\n");
5667 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5668 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5673 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
5674 DWORD argnum
, unsigned int stage
, DWORD arg
)
5678 if (arg
== ARG_UNUSED
)
5679 return "<unused arg>";
5681 switch (arg
& WINED3DTA_SELECTMASK
)
5683 case WINED3DTA_DIFFUSE
:
5687 case WINED3DTA_CURRENT
:
5694 case WINED3DTA_TEXTURE
:
5697 case 0: ret
= "tex0"; break;
5698 case 1: ret
= "tex1"; break;
5699 case 2: ret
= "tex2"; break;
5700 case 3: ret
= "tex3"; break;
5701 case 4: ret
= "tex4"; break;
5702 case 5: ret
= "tex5"; break;
5703 case 6: ret
= "tex6"; break;
5704 case 7: ret
= "tex7"; break;
5706 ret
= "<invalid texture>";
5711 case WINED3DTA_TFACTOR
:
5715 case WINED3DTA_SPECULAR
:
5716 ret
= "gl_SecondaryColor";
5719 case WINED3DTA_TEMP
:
5723 case WINED3DTA_CONSTANT
:
5726 case 0: ret
= "tss_const0"; break;
5727 case 1: ret
= "tss_const1"; break;
5728 case 2: ret
= "tss_const2"; break;
5729 case 3: ret
= "tss_const3"; break;
5730 case 4: ret
= "tss_const4"; break;
5731 case 5: ret
= "tss_const5"; break;
5732 case 6: ret
= "tss_const6"; break;
5733 case 7: ret
= "tss_const7"; break;
5735 ret
= "<invalid constant>";
5741 return "<unhandled arg>";
5744 if (arg
& WINED3DTA_COMPLEMENT
)
5746 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5749 else if (argnum
== 1)
5751 else if (argnum
== 2)
5755 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5757 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5760 else if (argnum
== 1)
5762 else if (argnum
== 2)
5769 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
5770 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5772 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5782 dstreg
= "temp_reg";
5786 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5787 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5788 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5792 case WINED3D_TOP_DISABLE
:
5794 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5797 case WINED3D_TOP_SELECT_ARG1
:
5798 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5801 case WINED3D_TOP_SELECT_ARG2
:
5802 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5805 case WINED3D_TOP_MODULATE
:
5806 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5809 case WINED3D_TOP_MODULATE_4X
:
5810 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5811 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5814 case WINED3D_TOP_MODULATE_2X
:
5815 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5816 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5819 case WINED3D_TOP_ADD
:
5820 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5821 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5824 case WINED3D_TOP_ADD_SIGNED
:
5825 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5826 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5829 case WINED3D_TOP_ADD_SIGNED_2X
:
5830 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5831 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5834 case WINED3D_TOP_SUBTRACT
:
5835 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5836 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5839 case WINED3D_TOP_ADD_SMOOTH
:
5840 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5841 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5844 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5845 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5846 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5847 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5850 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5851 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5852 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5853 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5856 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5857 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5858 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5859 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5862 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5863 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5864 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5865 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5868 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5869 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5870 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5871 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5874 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5875 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5876 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5879 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5880 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5881 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5884 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5885 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5886 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5888 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5889 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5890 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5893 case WINED3D_TOP_BUMPENVMAP
:
5894 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5895 /* These are handled in the first pass, nothing to do. */
5898 case WINED3D_TOP_DOTPRODUCT3
:
5899 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5900 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5903 case WINED3D_TOP_MULTIPLY_ADD
:
5904 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5905 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5908 case WINED3D_TOP_LERP
:
5909 /* MSDN isn't quite right here. */
5910 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5911 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5915 FIXME("Unhandled operation %#x.\n", op
);
5920 /* Context activation is done by the caller. */
5921 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5922 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5924 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5925 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5926 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5927 const char *final_combiner_src
= "ret";
5928 UINT lowest_disabled_stage
;
5930 DWORD arg0
, arg1
, arg2
;
5932 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
5934 string_buffer_clear(buffer
);
5936 /* Find out which textures are read */
5937 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5939 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5942 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5943 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5944 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5946 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
5947 || (stage
== 0 && settings
->color_key_enabled
))
5948 tex_map
|= 1 << stage
;
5949 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5950 tfactor_used
= TRUE
;
5951 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5952 tempreg_used
= TRUE
;
5953 if (settings
->op
[stage
].dst
== tempreg
)
5954 tempreg_used
= TRUE
;
5955 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5956 tss_const_map
|= 1 << stage
;
5958 switch (settings
->op
[stage
].cop
)
5960 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5961 lum_map
|= 1 << stage
;
5963 case WINED3D_TOP_BUMPENVMAP
:
5964 bump_map
|= 1 << stage
;
5966 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5967 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5968 tex_map
|= 1 << stage
;
5971 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5972 tfactor_used
= TRUE
;
5979 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5982 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5983 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5984 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5986 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5987 tex_map
|= 1 << stage
;
5988 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5989 tfactor_used
= TRUE
;
5990 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5991 tempreg_used
= TRUE
;
5992 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5993 tss_const_map
|= 1 << stage
;
5995 lowest_disabled_stage
= stage
;
5997 shader_addline(buffer
, "#version 120\n");
5999 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6000 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6002 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6003 shader_addline(buffer
, "vec4 ret;\n");
6004 if (tempreg_used
|| settings
->sRGB_write
)
6005 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6006 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6008 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6010 if (tss_const_map
& (1 << stage
))
6011 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6013 if (!(tex_map
& (1 << stage
)))
6016 switch (settings
->op
[stage
].tex_type
)
6018 case WINED3D_GL_RES_TYPE_TEX_1D
:
6019 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6021 case WINED3D_GL_RES_TYPE_TEX_2D
:
6022 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6024 case WINED3D_GL_RES_TYPE_TEX_3D
:
6025 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6027 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6028 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6030 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6031 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6034 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6038 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6040 if (!(bump_map
& (1 << stage
)))
6042 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6044 if (!(lum_map
& (1 << stage
)))
6046 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6047 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6050 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6051 if (settings
->color_key_enabled
)
6052 shader_addline(buffer
, "uniform vec4 color_key;\n");
6053 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6055 if (settings
->sRGB_write
)
6057 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6058 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6059 shader_addline(buffer
, ";\n");
6060 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6061 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6062 shader_addline(buffer
, ";\n");
6065 shader_addline(buffer
, "void main()\n{\n");
6067 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6068 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
6070 /* Generate texture sampling instructions) */
6071 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6073 const char *texture_function
, *coord_mask
;
6076 if (!(tex_map
& (1 << stage
)))
6079 if (settings
->op
[stage
].projected
== proj_none
)
6083 else if (settings
->op
[stage
].projected
== proj_count4
6084 || settings
->op
[stage
].projected
== proj_count3
)
6090 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6094 switch (settings
->op
[stage
].tex_type
)
6096 case WINED3D_GL_RES_TYPE_TEX_1D
:
6099 texture_function
= "texture1DProj";
6104 texture_function
= "texture1D";
6108 case WINED3D_GL_RES_TYPE_TEX_2D
:
6111 texture_function
= "texture2DProj";
6116 texture_function
= "texture2D";
6120 case WINED3D_GL_RES_TYPE_TEX_3D
:
6123 texture_function
= "texture3DProj";
6124 coord_mask
= "xyzw";
6128 texture_function
= "texture3D";
6132 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6133 texture_function
= "textureCube";
6136 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6139 texture_function
= "texture2DRectProj";
6144 texture_function
= "texture2DRect";
6149 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6150 texture_function
= "";
6151 coord_mask
= "xyzw";
6156 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6157 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6159 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6161 /* With projective textures, texbem only divides the static
6162 * texture coord, not the displacement, so multiply the
6163 * displacement with the dividing parameter before passing it to
6165 if (settings
->op
[stage
].projected
!= proj_none
)
6167 if (settings
->op
[stage
].projected
== proj_count4
)
6169 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
6171 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
6175 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
6177 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
6182 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
6185 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6186 stage
, texture_function
, stage
, coord_mask
);
6188 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6189 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6190 stage
, stage
- 1, stage
- 1, stage
- 1);
6192 else if (settings
->op
[stage
].projected
== proj_count3
)
6194 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
6195 stage
, texture_function
, stage
, stage
);
6199 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
6200 stage
, texture_function
, stage
, stage
, coord_mask
);
6203 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6204 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6205 settings
->op
[stage
].color_fixup
);
6208 if (settings
->color_key_enabled
)
6209 shader_addline(buffer
, "if (all(equal(tex0, color_key))) discard;\n");
6211 /* Generate the main shader */
6212 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6216 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6219 final_combiner_src
= "gl_Color";
6223 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6224 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6225 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6226 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6227 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6228 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6229 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6230 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6231 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6232 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6233 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6234 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6236 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6237 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6238 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6239 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6241 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6243 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6244 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6245 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6247 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
6251 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6252 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6253 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6257 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6258 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6259 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6260 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6261 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6262 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6266 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
6268 if (settings
->sRGB_write
)
6269 shader_glsl_generate_srgb_write_correction(buffer
);
6271 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6273 shader_addline(buffer
, "}\n");
6275 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6276 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6278 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6282 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6283 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6285 struct glsl_ffp_vertex_shader
*shader
;
6286 const struct wine_rb_entry
*entry
;
6288 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6289 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6291 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6294 shader
->desc
.settings
= *settings
;
6295 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
6296 list_init(&shader
->linked_programs
);
6297 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6298 ERR("Failed to insert ffp vertex shader.\n");
6303 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6304 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6306 struct glsl_ffp_fragment_shader
*glsl_desc
;
6307 const struct ffp_frag_desc
*desc
;
6309 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6310 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6312 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6315 glsl_desc
->entry
.settings
= *args
;
6316 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
6317 list_init(&glsl_desc
->linked_programs
);
6318 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6324 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6325 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6328 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6330 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6331 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6332 for (i
= 0; i
< vs_c_count
; ++i
)
6334 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6335 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6337 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6338 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6340 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6342 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6343 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6346 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6348 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6349 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6352 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6354 vs
->modelview_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_modelview_matrix"));
6355 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
6356 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
6357 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6359 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
6360 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6362 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
6363 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
6364 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
6365 vs
->material_emission_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emission"));
6366 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
6367 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
6368 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6370 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
6371 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6372 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
6373 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6374 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
6375 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6376 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
6377 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6378 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
6379 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6380 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
6381 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6382 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
6383 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6384 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
6385 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6386 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
6387 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6388 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
6389 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6390 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
6391 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6392 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
6393 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6396 string_buffer_release(&priv
->string_buffers
, name
);
6399 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6400 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
6403 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6405 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6406 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
6407 for (i
= 0; i
< ps_c_count
; ++i
)
6409 string_buffer_sprintf(name
, "ps_c[%u]", i
);
6410 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6412 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
6413 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
6415 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6417 string_buffer_sprintf(name
, "ps_i[%u]", i
);
6418 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6421 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6423 string_buffer_sprintf(name
, "ps_b[%u]", i
);
6424 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6427 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6429 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
6430 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6431 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
6432 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6433 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
6434 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6435 string_buffer_sprintf(name
, "tss_const%u", i
);
6436 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6439 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
6440 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
6441 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
6442 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
6443 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
6445 string_buffer_release(&priv
->string_buffers
, name
);
6448 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
6449 struct shader_glsl_priv
*priv
, GLuint program_id
,
6450 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
6452 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6455 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6457 for (i
= 0; i
< count
; ++i
)
6459 if (!reg_maps
->cb_sizes
[i
])
6462 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
6463 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
6464 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
6466 checkGLcall("glUniformBlockBinding");
6467 string_buffer_release(&priv
->string_buffers
, name
);
6470 /* Context activation is done by the caller. */
6471 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
6472 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
6474 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6475 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
6476 struct glsl_shader_prog_link
*entry
= NULL
;
6477 struct wined3d_shader
*vshader
= NULL
;
6478 struct wined3d_shader
*gshader
= NULL
;
6479 struct wined3d_shader
*pshader
= NULL
;
6480 GLuint program_id
= 0;
6481 GLuint reorder_shader_id
= 0;
6486 struct list
*ps_list
, *vs_list
;
6488 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
6490 vs_id
= ctx_data
->glsl_program
->vs
.id
;
6491 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
6495 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6496 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
6498 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
6499 && ctx_data
->glsl_program
->gs
.id
)
6500 gs_id
= ctx_data
->glsl_program
->gs
.id
;
6502 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6505 else if (use_vs(state
))
6507 struct vs_compile_args vs_compile_args
;
6508 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6510 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6511 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
6512 vs_list
= &vshader
->linked_programs
;
6514 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6515 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6517 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6519 struct glsl_ffp_vertex_shader
*ffp_shader
;
6520 struct wined3d_ffp_vs_settings settings
;
6522 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
6523 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6524 vs_id
= ffp_shader
->id
;
6525 vs_list
= &ffp_shader
->linked_programs
;
6528 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
6530 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6531 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6534 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6536 else if (use_ps(state
))
6538 struct ps_compile_args ps_compile_args
;
6539 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6540 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
6541 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
6542 pshader
, &ps_compile_args
, &np2fixup_info
);
6543 ps_list
= &pshader
->linked_programs
;
6545 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6547 struct glsl_ffp_fragment_shader
*ffp_shader
;
6548 struct ffp_frag_settings settings
;
6550 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6551 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6552 ps_id
= ffp_shader
->id
;
6553 ps_list
= &ffp_shader
->linked_programs
;
6556 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6558 ctx_data
->glsl_program
= entry
;
6562 /* If we get to this point, then no matching program exists, so we create one */
6563 program_id
= GL_EXTCALL(glCreateProgram());
6564 TRACE("Created new GLSL shader program %u.\n", program_id
);
6566 /* Create the entry */
6567 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6568 entry
->id
= program_id
;
6569 entry
->vs
.id
= vs_id
;
6570 entry
->gs
.id
= gs_id
;
6571 entry
->ps
.id
= ps_id
;
6572 entry
->constant_version
= 0;
6573 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6574 /* Add the hash table entry */
6575 add_glsl_program_entry(priv
, entry
);
6577 /* Set the current program */
6578 ctx_data
->glsl_program
= entry
;
6580 /* Attach GLSL vshader */
6583 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6584 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6585 checkGLcall("glAttachShader");
6587 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6592 WORD map
= vshader
->reg_maps
.input_registers
;
6593 struct wined3d_string_buffer
*tmp_name
= string_buffer_get(&priv
->string_buffers
);
6595 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
, gl_info
);
6596 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6597 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6598 checkGLcall("glAttachShader");
6599 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6602 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
6604 /* Bind vertex attributes to a corresponding index number to match
6605 * the same index numbers as ARB_vertex_programs (makes loading
6606 * vertex attributes simpler). With this method, we can use the
6607 * exact same code to load the attributes later for both ARB and
6610 * We have to do this here because we need to know the Program ID
6611 * in order to make the bindings work, and it has to be done prior
6612 * to linking the GLSL program. */
6613 for (i
= 0; map
; map
>>= 1, ++i
)
6615 if (!(map
& 1)) continue;
6617 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
6618 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
6620 checkGLcall("glBindAttribLocation");
6621 string_buffer_release(&priv
->string_buffers
, tmp_name
);
6626 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
6627 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
6628 checkGLcall("glAttachShader");
6630 TRACE("input type %s, output type %s, vertices out %u.\n",
6631 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
6632 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
6633 gshader
->u
.gs
.vertices_out
);
6634 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
6635 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
6636 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
6637 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
6638 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
6639 gshader
->u
.gs
.vertices_out
));
6640 checkGLcall("glProgramParameteriARB");
6642 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6645 /* Attach GLSL pshader */
6648 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6649 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6650 checkGLcall("glAttachShader");
6652 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6655 /* Link the program */
6656 TRACE("Linking GLSL shader program %u.\n", program_id
);
6657 GL_EXTCALL(glLinkProgram(program_id
));
6658 shader_glsl_validate_link(gl_info
, program_id
);
6660 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
6661 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6662 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
6663 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6664 checkGLcall("Find glsl program uniform locations");
6666 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6667 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6669 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6670 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6674 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6677 /* Set the shader to allow uniform loading on it */
6678 GL_EXTCALL(glUseProgram(program_id
));
6679 checkGLcall("glUseProgram");
6681 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6682 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6683 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6684 * vertex shader with fixed function pixel processing is used we make sure that the card
6685 * supports enough samplers to allow the max number of vertex samplers with all possible
6686 * fixed function fragment processing setups. So once the program is linked these samplers
6688 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
6690 entry
->constant_update_mask
= 0;
6693 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6694 if (vshader
->reg_maps
.integer_constants
)
6695 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6696 if (vshader
->reg_maps
.boolean_constants
)
6697 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6698 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6700 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
6701 0, gl_info
->limits
.vertex_uniform_blocks
);
6705 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
6706 | WINED3D_SHADER_CONST_FFP_PROJ
;
6708 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6710 if (entry
->vs
.texture_matrix_location
[i
] != -1)
6712 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
6716 if (entry
->vs
.material_ambient_location
!= -1)
6717 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
6718 if (entry
->vs
.light_ambient_location
!= -1)
6719 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
6723 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
6724 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6730 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6731 if (pshader
->reg_maps
.integer_constants
)
6732 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6733 if (pshader
->reg_maps
.boolean_constants
)
6734 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6735 if (entry
->ps
.ycorrection_location
!= -1)
6736 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6738 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
6739 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6740 gl_info
->limits
.fragment_uniform_blocks
);
6744 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6747 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6749 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6751 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6756 if (entry
->ps
.np2_fixup_location
!= -1)
6757 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6758 if (entry
->ps
.color_key_location
!= -1)
6759 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
6763 /* Context activation is done by the caller. */
6764 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
6768 GLuint vshader_id
, pshader_id
;
6769 const char *blt_pshader
;
6771 static const char blt_vshader
[] =
6775 " gl_Position = gl_Vertex;\n"
6776 " gl_FrontColor = vec4(1.0);\n"
6777 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6780 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
6782 /* WINED3D_GL_RES_TYPE_TEX_1D */
6784 /* WINED3D_GL_RES_TYPE_TEX_2D */
6786 "uniform sampler2D sampler;\n"
6789 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6791 /* WINED3D_GL_RES_TYPE_TEX_3D */
6793 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6795 "uniform samplerCube sampler;\n"
6798 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6800 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6802 "#extension GL_ARB_texture_rectangle : enable\n"
6803 "uniform sampler2DRect sampler;\n"
6806 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6810 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
6812 /* WINED3D_GL_RES_TYPE_TEX_1D */
6814 /* WINED3D_GL_RES_TYPE_TEX_2D */
6816 "uniform sampler2D sampler;\n"
6817 "uniform vec4 mask;\n"
6820 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6821 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6823 /* WINED3D_GL_RES_TYPE_TEX_3D */
6825 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6827 "uniform samplerCube sampler;\n"
6828 "uniform vec4 mask;\n"
6831 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6832 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6834 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6836 "#extension GL_ARB_texture_rectangle : enable\n"
6837 "uniform sampler2DRect sampler;\n"
6838 "uniform vec4 mask;\n"
6841 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6842 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6846 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6849 FIXME("tex_type %#x not supported\n", tex_type
);
6853 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6854 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6856 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6857 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6859 program_id
= GL_EXTCALL(glCreateProgram());
6860 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6861 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6862 GL_EXTCALL(glLinkProgram(program_id
));
6864 shader_glsl_validate_link(gl_info
, program_id
);
6866 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6869 GL_EXTCALL(glDeleteShader(vshader_id
));
6870 GL_EXTCALL(glDeleteShader(pshader_id
));
6874 /* Context activation is done by the caller. */
6875 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6876 const struct wined3d_state
*state
)
6878 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6879 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6880 struct shader_glsl_priv
*priv
= shader_priv
;
6881 GLuint program_id
= 0, prev_id
= 0;
6882 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6884 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6885 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6887 if (ctx_data
->glsl_program
)
6889 prev_id
= ctx_data
->glsl_program
->id
;
6890 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6895 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6898 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6900 if (ctx_data
->glsl_program
)
6902 program_id
= ctx_data
->glsl_program
->id
;
6903 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6908 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6911 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6913 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6915 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6916 checkGLcall("glClampColorARB");
6920 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6924 TRACE("Using GLSL program %u.\n", program_id
);
6926 if (prev_id
!= program_id
)
6928 GL_EXTCALL(glUseProgram(program_id
));
6929 checkGLcall("glUseProgram");
6932 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6936 /* "context" is not necessarily the currently active context. */
6937 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6939 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6941 ctx_data
->glsl_program
= NULL
;
6942 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6943 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6944 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6947 /* Context activation is done by the caller. */
6948 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6950 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6951 struct shader_glsl_priv
*priv
= shader_priv
;
6953 shader_glsl_invalidate_current_program(context
);
6954 GL_EXTCALL(glUseProgram(0));
6955 checkGLcall("glUseProgram");
6957 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6958 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6960 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6962 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6963 checkGLcall("glClampColorARB");
6967 /* Context activation is done by the caller. */
6968 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6969 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
6971 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6972 struct shader_glsl_priv
*priv
= shader_priv
;
6973 GLuint
*blt_program
;
6976 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6979 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6980 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
6981 GL_EXTCALL(glUseProgram(*blt_program
));
6982 GL_EXTCALL(glUniform1i(loc
, 0));
6986 GL_EXTCALL(glUseProgram(*blt_program
));
6991 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
6992 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6996 /* Context activation is done by the caller. */
6997 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6999 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7002 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7003 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7005 GL_EXTCALL(glUseProgram(program_id
));
7006 checkGLcall("glUseProgram");
7009 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7010 const struct glsl_shader_prog_link
*program
)
7012 const struct glsl_context_data
*ctx_data
;
7013 struct wined3d_context
*context
;
7016 for (i
= 0; i
< device
->context_count
; ++i
)
7018 context
= device
->contexts
[i
];
7019 ctx_data
= context
->shader_backend_data
;
7021 if (ctx_data
->glsl_program
== program
)
7022 shader_glsl_invalidate_current_program(context
);
7026 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7028 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7029 struct wined3d_device
*device
= shader
->device
;
7030 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7031 const struct wined3d_gl_info
*gl_info
;
7032 const struct list
*linked_programs
;
7033 struct wined3d_context
*context
;
7035 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7037 HeapFree(GetProcessHeap(), 0, shader_data
);
7038 shader
->backend_data
= NULL
;
7042 context
= context_acquire(device
, NULL
);
7043 gl_info
= context
->gl_info
;
7045 TRACE("Deleting linked programs.\n");
7046 linked_programs
= &shader
->linked_programs
;
7047 if (linked_programs
->next
)
7049 struct glsl_shader_prog_link
*entry
, *entry2
;
7052 switch (shader
->reg_maps
.shader_version
.type
)
7054 case WINED3D_SHADER_TYPE_PIXEL
:
7056 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7058 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7060 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7061 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7062 checkGLcall("glDeleteShader");
7064 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7066 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7067 struct glsl_shader_prog_link
, ps
.shader_entry
)
7069 shader_glsl_invalidate_contexts_program(device
, entry
);
7070 delete_glsl_program_entry(priv
, gl_info
, entry
);
7076 case WINED3D_SHADER_TYPE_VERTEX
:
7078 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7080 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7082 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7083 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7084 checkGLcall("glDeleteShader");
7086 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7088 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7089 struct glsl_shader_prog_link
, vs
.shader_entry
)
7091 shader_glsl_invalidate_contexts_program(device
, entry
);
7092 delete_glsl_program_entry(priv
, gl_info
, entry
);
7098 case WINED3D_SHADER_TYPE_GEOMETRY
:
7100 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7102 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7104 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7105 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7106 checkGLcall("glDeleteShader");
7108 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7110 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7111 struct glsl_shader_prog_link
, gs
.shader_entry
)
7113 shader_glsl_invalidate_contexts_program(device
, entry
);
7114 delete_glsl_program_entry(priv
, gl_info
, entry
);
7121 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7126 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7127 shader
->backend_data
= NULL
;
7129 context_release(context
);
7132 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7134 const struct glsl_program_key
*k
= key
;
7135 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7136 const struct glsl_shader_prog_link
, program_lookup_entry
);
7138 if (k
->vs_id
> prog
->vs
.id
) return 1;
7139 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7141 if (k
->gs_id
> prog
->gs
.id
) return 1;
7142 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7144 if (k
->ps_id
> prog
->ps
.id
) return 1;
7145 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7150 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7152 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7153 + constant_count
* sizeof(*heap
->contained
)
7154 + constant_count
* sizeof(*heap
->positions
);
7155 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7159 ERR("Failed to allocate memory\n");
7163 heap
->entries
= mem
;
7164 heap
->entries
[1].version
= 0;
7165 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7166 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7167 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7173 static void constant_heap_free(struct constant_heap
*heap
)
7175 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7178 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7183 glsl_program_key_compare
,
7186 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7187 const struct fragment_pipeline
*fragment_pipe
)
7189 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7190 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7191 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7192 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7193 struct fragment_caps fragment_caps
;
7194 void *vertex_priv
, *fragment_priv
;
7196 string_buffer_list_init(&priv
->string_buffers
);
7198 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7200 ERR("Failed to initialize vertex pipe.\n");
7201 HeapFree(GetProcessHeap(), 0, priv
);
7205 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7207 ERR("Failed to initialize fragment pipe.\n");
7208 vertex_pipe
->vp_free(device
);
7209 HeapFree(GetProcessHeap(), 0, priv
);
7213 if (!string_buffer_init(&priv
->shader_buffer
))
7215 ERR("Failed to initialize shader buffer.\n");
7219 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7222 ERR("Failed to allocate memory.\n");
7226 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7228 ERR("Failed to initialize vertex shader constant heap\n");
7232 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7234 ERR("Failed to initialize pixel shader constant heap\n");
7238 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7240 ERR("Failed to initialize rbtree.\n");
7244 priv
->next_constant_version
= 1;
7245 priv
->vertex_pipe
= vertex_pipe
;
7246 priv
->fragment_pipe
= fragment_pipe
;
7247 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7248 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7250 device
->vertex_priv
= vertex_priv
;
7251 device
->fragment_priv
= fragment_priv
;
7252 device
->shader_priv
= priv
;
7257 constant_heap_free(&priv
->pconst_heap
);
7258 constant_heap_free(&priv
->vconst_heap
);
7259 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7260 string_buffer_free(&priv
->shader_buffer
);
7261 fragment_pipe
->free_private(device
);
7262 vertex_pipe
->vp_free(device
);
7263 HeapFree(GetProcessHeap(), 0, priv
);
7264 return E_OUTOFMEMORY
;
7267 /* Context activation is done by the caller. */
7268 static void shader_glsl_free(struct wined3d_device
*device
)
7270 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7271 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7274 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7276 if (priv
->depth_blt_program_full
[i
])
7278 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7280 if (priv
->depth_blt_program_masked
[i
])
7282 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7286 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7287 constant_heap_free(&priv
->pconst_heap
);
7288 constant_heap_free(&priv
->vconst_heap
);
7289 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7290 string_buffer_list_cleanup(&priv
->string_buffers
);
7291 string_buffer_free(&priv
->shader_buffer
);
7292 priv
->fragment_pipe
->free_private(device
);
7293 priv
->vertex_pipe
->vp_free(device
);
7295 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7296 device
->shader_priv
= NULL
;
7299 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7301 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7302 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7305 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7307 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
7310 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
7314 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
7315 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
7316 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
7317 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
7319 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7320 * texldd and texldl instructions. */
7321 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
7325 TRACE("Shader model %u.\n", shader_model
);
7327 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
7328 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
7329 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
7331 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
7332 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
7334 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7335 * Direct3D minimum requirement.
7337 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7338 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7340 * The problem is that the refrast clamps temporary results in the shader to
7341 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7342 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7343 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7344 * offer a way to query this.
7346 if (shader_model
>= 4)
7347 caps
->ps_1x_max_value
= FLT_MAX
;
7349 caps
->ps_1x_max_value
= 1024.0f
;
7351 /* Ideally we'd only set caps like sRGB writes here if supported by both
7352 * the shader backend and the fragment pipe, but we can get called before
7353 * shader_glsl_alloc(). */
7354 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
7355 | WINED3D_SHADER_CAP_SRGB_WRITE
;
7358 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
7360 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7362 TRACE("Checking support for fixup:\n");
7363 dump_color_fixup_desc(fixup
);
7366 /* We support everything except YUV conversions. */
7367 if (!is_complex_fixup(fixup
))
7373 TRACE("[FAILED]\n");
7377 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
7379 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
7380 /* WINED3DSIH_ADD */ shader_glsl_binop
,
7381 /* WINED3DSIH_AND */ shader_glsl_binop
,
7382 /* WINED3DSIH_BEM */ shader_glsl_bem
,
7383 /* WINED3DSIH_BREAK */ shader_glsl_break
,
7384 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
7385 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
7386 /* WINED3DSIH_CALL */ shader_glsl_call
,
7387 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
7388 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
7389 /* WINED3DSIH_CND */ shader_glsl_cnd
,
7390 /* WINED3DSIH_CRS */ shader_glsl_cross
,
7391 /* WINED3DSIH_CUT */ shader_glsl_cut
,
7392 /* WINED3DSIH_DCL */ shader_glsl_nop
,
7393 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
7394 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
7395 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
7396 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
7397 /* WINED3DSIH_DEF */ shader_glsl_nop
,
7398 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
7399 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
7400 /* WINED3DSIH_DIV */ shader_glsl_binop
,
7401 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
7402 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
7403 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
7404 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
7405 /* WINED3DSIH_DST */ shader_glsl_dst
,
7406 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
7407 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
7408 /* WINED3DSIH_ELSE */ shader_glsl_else
,
7409 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
7410 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
7411 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
7412 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
7413 /* WINED3DSIH_EQ */ shader_glsl_relop
,
7414 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
7415 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
7416 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
7417 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
7418 /* WINED3DSIH_GE */ shader_glsl_relop
,
7419 /* WINED3DSIH_IADD */ shader_glsl_binop
,
7420 /* WINED3DSIH_IEQ */ NULL
,
7421 /* WINED3DSIH_IF */ shader_glsl_if
,
7422 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
7423 /* WINED3DSIH_IGE */ shader_glsl_relop
,
7424 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
7425 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
7426 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
7427 /* WINED3DSIH_LABEL */ shader_glsl_label
,
7428 /* WINED3DSIH_LD */ NULL
,
7429 /* WINED3DSIH_LIT */ shader_glsl_lit
,
7430 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
7431 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
7432 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
7433 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
7434 /* WINED3DSIH_LT */ shader_glsl_relop
,
7435 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
7436 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
7437 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
7438 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
7439 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
7440 /* WINED3DSIH_MAD */ shader_glsl_mad
,
7441 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
7442 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
7443 /* WINED3DSIH_MOV */ shader_glsl_mov
,
7444 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
7445 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
7446 /* WINED3DSIH_MUL */ shader_glsl_binop
,
7447 /* WINED3DSIH_NE */ shader_glsl_relop
,
7448 /* WINED3DSIH_NOP */ shader_glsl_nop
,
7449 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
7450 /* WINED3DSIH_OR */ shader_glsl_binop
,
7451 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
7452 /* WINED3DSIH_POW */ shader_glsl_pow
,
7453 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
7454 /* WINED3DSIH_REP */ shader_glsl_rep
,
7455 /* WINED3DSIH_RET */ shader_glsl_ret
,
7456 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
7457 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
7458 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
7459 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
7460 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
7461 /* WINED3DSIH_SETP */ NULL
,
7462 /* WINED3DSIH_SGE */ shader_glsl_compare
,
7463 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
7464 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
7465 /* WINED3DSIH_SLT */ shader_glsl_compare
,
7466 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
7467 /* WINED3DSIH_SUB */ shader_glsl_binop
,
7468 /* WINED3DSIH_TEX */ shader_glsl_tex
,
7469 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
7470 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
7471 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
7472 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
7473 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
7474 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
7475 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
7476 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
7477 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
7478 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
7479 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
7480 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
7481 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
7482 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
7483 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
7484 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
7485 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
7486 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
7487 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
7488 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
7489 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
7490 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
7491 /* WINED3DSIH_UGE */ shader_glsl_relop
,
7492 /* WINED3DSIH_USHR */ shader_glsl_binop
,
7493 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
7494 /* WINED3DSIH_XOR */ shader_glsl_binop
,
7497 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
7498 SHADER_HANDLER hw_fct
;
7500 /* Select handler */
7501 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
7503 /* Unhandled opcode */
7506 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
7511 shader_glsl_add_instruction_modifiers(ins
);
7514 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
7516 struct shader_glsl_priv
*priv
= shader_priv
;
7518 return priv
->ffp_proj_control
;
7521 const struct wined3d_shader_backend_ops glsl_shader_backend
=
7523 shader_glsl_handle_instruction
,
7525 shader_glsl_disable
,
7526 shader_glsl_select_depth_blt
,
7527 shader_glsl_deselect_depth_blt
,
7528 shader_glsl_update_float_vertex_constants
,
7529 shader_glsl_update_float_pixel_constants
,
7530 shader_glsl_load_constants
,
7531 shader_glsl_destroy
,
7534 shader_glsl_allocate_context_data
,
7535 shader_glsl_free_context_data
,
7536 shader_glsl_get_caps
,
7537 shader_glsl_color_fixup_supported
,
7538 shader_glsl_has_ffp_proj_control
,
7541 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7544 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7546 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7547 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
7550 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7552 caps
->xyzrhw
= TRUE
;
7553 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
7554 caps
->max_vertex_blend_matrices
= 1;
7555 caps
->max_vertex_blend_matrix_index
= 0;
7556 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7557 | WINED3DVTXPCAPS_MATERIALSOURCE7
7558 | WINED3DVTXPCAPS_VERTEXFOG
7559 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7560 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7561 | WINED3DVTXPCAPS_LOCALVIEWER
7562 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7563 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7564 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7565 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7568 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7570 struct shader_glsl_priv
*priv
;
7572 if (shader_backend
== &glsl_shader_backend
)
7576 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
7578 ERR("Failed to initialize rbtree.\n");
7585 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7590 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
7592 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7593 struct glsl_ffp_vertex_shader
, desc
.entry
);
7594 struct glsl_shader_prog_link
*program
, *program2
;
7595 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7597 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7598 struct glsl_shader_prog_link
, vs
.shader_entry
)
7600 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7602 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7603 HeapFree(GetProcessHeap(), 0, shader
);
7606 /* Context activation is done by the caller. */
7607 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
7609 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
7610 struct glsl_ffp_destroy_ctx ctx
;
7613 ctx
.gl_info
= &device
->adapter
->gl_info
;
7614 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
7617 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
7618 const struct wined3d_state
*state
, DWORD state_id
)
7620 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7623 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
7624 const struct wined3d_state
*state
, DWORD state_id
)
7626 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7627 BOOL transformed
= context
->stream_info
.position_transformed
;
7628 BOOL wasrhw
= context
->last_was_rhw
;
7631 context
->last_was_rhw
= transformed
;
7635 if (context
->last_was_vshader
)
7637 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7638 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7641 if (transformed
!= wasrhw
)
7642 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7644 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7646 /* Because of settings->texcoords, we have to always regenerate the
7647 * vertex shader on a vdecl change.
7648 * TODO: Just always output all the texcoords when there are enough
7649 * varyings available to drop the dependency. */
7650 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7653 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
7654 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
7655 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7659 if (!context
->last_was_vshader
)
7661 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7662 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7663 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7667 context
->last_was_vshader
= use_vs(state
);
7670 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
7671 const struct wined3d_state
*state
, DWORD state_id
)
7673 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7674 /* Different vertex shaders potentially require a different vertex attributes setup. */
7675 if (!isStateDirty(context
, STATE_VDECL
))
7676 context_apply_state(context
, state
, STATE_VDECL
);
7679 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
7680 const struct wined3d_state
*state
, DWORD state_id
)
7682 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7685 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
7687 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7690 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7691 | WINED3D_SHADER_CONST_FFP_LIGHTS
;
7693 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
7695 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
7696 clipplane(context
, state
, STATE_CLIPPLANE(k
));
7699 if (context
->swapchain
->device
->vertexBlendUsed
)
7704 FIXME("Vertex blending emulation.\n");
7708 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
7709 const struct wined3d_state
*state
, DWORD state_id
)
7711 /* Table fog behavior depends on the projection matrix. */
7712 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
7713 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
7714 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7715 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7718 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
7719 const struct wined3d_state
*state
, DWORD state_id
)
7721 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
7722 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
7723 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
7724 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
7725 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
7726 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7729 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
7730 const struct wined3d_state
*state
, DWORD state_id
)
7732 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7735 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
7736 const struct wined3d_state
*state
, DWORD state_id
)
7738 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7741 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
7742 const struct wined3d_state
*state
, DWORD state_id
)
7744 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7747 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
7749 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7750 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
7751 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7752 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
7754 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
7755 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
7756 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
7757 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
7758 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
7759 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
7760 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
7761 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
7762 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
7763 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
7764 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
7765 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
7766 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
7767 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
7768 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
7769 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
7770 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
7771 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
7772 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
7773 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
7774 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
7775 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
7776 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
7777 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
7778 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
7779 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
7780 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
7781 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
7782 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
7783 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
7784 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
7785 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
7787 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7788 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7789 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7790 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7791 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7792 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7793 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7794 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7795 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7797 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
7798 /* Transform states */
7799 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
7800 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7801 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7802 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7803 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7804 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7805 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7806 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7807 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7808 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7809 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
7810 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7811 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7812 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7813 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7814 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7815 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7816 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7817 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7818 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7819 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7820 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7821 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7822 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7823 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7824 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7825 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7827 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7828 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7829 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7830 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7831 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7832 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7833 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7834 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
7835 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7836 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7837 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7838 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7839 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7840 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7841 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7842 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7843 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7844 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7845 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7846 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7847 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7848 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7849 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7850 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7851 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7852 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7853 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7854 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7855 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7856 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7857 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7858 /* NP2 texture matrix fixups. They are not needed if
7859 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
7860 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
7862 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7863 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7864 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7865 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7866 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7867 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7868 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7869 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7870 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7871 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7872 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7873 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7874 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7875 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7876 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7877 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7878 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7879 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7880 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7881 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7882 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7883 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7884 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7885 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7886 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7887 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7891 * - This currently depends on GL fixed function functions to set things
7892 * like light parameters. Ideally we'd use regular uniforms for that.
7893 * - In part because of the previous point, much of this is modelled after
7894 * GL fixed function, and has much of the same limitations. For example,
7895 * D3D spot lights are slightly different from GL spot lights.
7896 * - We can now implement drawing transformed vertices using the GLSL pipe,
7897 * instead of using the immediate mode fallback.
7898 * - Similarly, we don't need the fallback for certain combinations of
7899 * material sources anymore.
7900 * - Implement vertex blending and vertex tweening.
7901 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7902 * attribute arrays in load_tex_coords().
7903 * - Per-vertex point sizes. */
7904 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7906 glsl_vertex_pipe_vp_enable
,
7907 glsl_vertex_pipe_vp_get_caps
,
7908 glsl_vertex_pipe_vp_alloc
,
7909 glsl_vertex_pipe_vp_free
,
7910 glsl_vertex_pipe_vp_states
,
7913 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7915 /* Nothing to do. */
7918 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7920 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7921 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
7922 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
7923 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7924 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7925 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7926 | WINED3DTEXOPCAPS_SELECTARG1
7927 | WINED3DTEXOPCAPS_SELECTARG2
7928 | WINED3DTEXOPCAPS_MODULATE4X
7929 | WINED3DTEXOPCAPS_MODULATE2X
7930 | WINED3DTEXOPCAPS_MODULATE
7931 | WINED3DTEXOPCAPS_ADDSIGNED2X
7932 | WINED3DTEXOPCAPS_ADDSIGNED
7933 | WINED3DTEXOPCAPS_ADD
7934 | WINED3DTEXOPCAPS_SUBTRACT
7935 | WINED3DTEXOPCAPS_ADDSMOOTH
7936 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7937 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7938 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7939 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7940 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7941 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7942 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7943 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7944 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7945 | WINED3DTEXOPCAPS_DOTPRODUCT3
7946 | WINED3DTEXOPCAPS_MULTIPLYADD
7947 | WINED3DTEXOPCAPS_LERP
7948 | WINED3DTEXOPCAPS_BUMPENVMAP
7949 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7950 caps
->MaxTextureBlendStages
= 8;
7951 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7954 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7956 struct shader_glsl_priv
*priv
;
7958 if (shader_backend
== &glsl_shader_backend
)
7962 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7964 ERR("Failed to initialize rbtree.\n");
7971 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7976 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7978 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7979 struct glsl_ffp_fragment_shader
, entry
.entry
);
7980 struct glsl_shader_prog_link
*program
, *program2
;
7981 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7983 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7984 struct glsl_shader_prog_link
, ps
.shader_entry
)
7986 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7988 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7989 HeapFree(GetProcessHeap(), 0, shader
);
7992 /* Context activation is done by the caller. */
7993 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7995 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7996 struct glsl_ffp_destroy_ctx ctx
;
7999 ctx
.gl_info
= &device
->adapter
->gl_info
;
8000 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8003 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8004 const struct wined3d_state
*state
, DWORD state_id
)
8006 context
->last_was_pshader
= use_ps(state
);
8008 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8011 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8012 const struct wined3d_state
*state
, DWORD state_id
)
8014 BOOL use_vshader
= use_vs(state
);
8015 enum fogsource new_source
;
8016 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8017 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8019 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8021 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8024 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8027 new_source
= FOGSOURCE_VS
;
8028 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8029 new_source
= FOGSOURCE_COORD
;
8031 new_source
= FOGSOURCE_FFP
;
8035 new_source
= FOGSOURCE_FFP
;
8038 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8040 context
->fog_source
= new_source
;
8041 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
8045 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8046 const struct wined3d_state
*state
, DWORD state_id
)
8048 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8049 glsl_fragment_pipe_fog(context
, state
, state_id
);
8052 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8053 const struct wined3d_state
*state
, DWORD state_id
)
8055 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8058 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8059 const struct wined3d_state
*state
, DWORD state_id
)
8061 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8064 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8065 const struct wined3d_state
*state
, DWORD state_id
)
8067 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8071 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8073 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8075 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8076 checkGLcall("glEnable GL_ALPHA_TEST");
8080 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8081 checkGLcall("glDisable GL_ALPHA_TEST");
8085 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8086 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8090 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8091 checkGLcall("glAlphaFunc");
8095 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8096 const struct wined3d_state
*state
, DWORD state_id
)
8098 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8101 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8103 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8104 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8105 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8106 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8107 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8108 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8109 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8110 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8111 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8112 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8113 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8114 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8115 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8116 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8117 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8118 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8119 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8120 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8121 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8122 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8123 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8124 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8125 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8126 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8127 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8128 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8129 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8130 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8131 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8132 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8133 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8134 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8135 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8136 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8137 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8138 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8139 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8140 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8141 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8142 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8143 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8144 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8145 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8146 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8147 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8148 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8149 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8150 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8151 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8152 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8153 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8154 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8155 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8156 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8157 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8158 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8159 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8160 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8161 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8162 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8163 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8164 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8165 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8166 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8167 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8168 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8169 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8170 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8171 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8172 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8173 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8174 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8175 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8176 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8177 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8178 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8179 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8180 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8181 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8182 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8183 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8184 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8185 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8186 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
8187 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8188 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8189 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8190 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
8191 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
8192 {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
},
8193 {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
},
8194 {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
},
8195 {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
},
8196 {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
},
8197 {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
},
8198 {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
},
8199 {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
},
8200 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8201 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8202 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8203 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8204 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8205 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8206 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8207 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8208 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8209 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
8212 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
8217 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
8221 const struct fragment_pipeline glsl_fragment_pipe
=
8223 glsl_fragment_pipe_enable
,
8224 glsl_fragment_pipe_get_caps
,
8225 glsl_fragment_pipe_alloc
,
8226 glsl_fragment_pipe_free
,
8227 glsl_fragment_pipe_alloc_context_data
,
8228 glsl_fragment_pipe_free_context_data
,
8229 shader_glsl_color_fixup_supported
,
8230 glsl_fragment_pipe_state_template
,