2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
45 #define WINED3D_GLSL_SAMPLE_LOD 0x02
46 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
47 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
48 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
52 unsigned int coord_size
;
53 unsigned int resinfo_size
;
54 const char *type_part
;
56 resource_type_info
[] =
58 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
59 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
60 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
61 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
62 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
63 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
64 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
66 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
67 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
68 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
73 enum wined3d_data_type data_type
;
74 const char *glsl_scalar_type
;
75 const char *glsl_vector_type
;
77 component_type_info
[] =
79 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
80 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
81 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
82 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
96 struct glsl_sample_function
98 struct wined3d_string_buffer
*name
;
99 unsigned int coord_mask
;
100 unsigned int deriv_mask
;
101 enum wined3d_data_type data_type
;
102 BOOL output_single_component
;
103 unsigned int offset_size
;
108 HEAP_NODE_TRAVERSE_LEFT
,
109 HEAP_NODE_TRAVERSE_RIGHT
,
113 struct constant_entry
116 unsigned int version
;
121 struct constant_entry
*entries
;
123 unsigned int *positions
;
127 /* GLSL shader private data */
128 struct shader_glsl_priv
130 struct wined3d_string_buffer shader_buffer
;
131 struct wined3d_string_buffer_list string_buffers
;
132 struct wine_rb_tree program_lookup
;
133 struct constant_heap vconst_heap
;
134 struct constant_heap pconst_heap
;
135 unsigned char *stack
;
136 UINT next_constant_version
;
138 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
139 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
140 struct wine_rb_tree ffp_vertex_shaders
;
141 struct wine_rb_tree ffp_fragment_shaders
;
142 BOOL ffp_proj_control
;
143 BOOL legacy_lighting
;
146 struct glsl_vs_program
148 struct list shader_entry
;
150 GLenum vertex_color_clamp
;
151 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
152 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
153 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
154 GLint pos_fixup_location
;
155 GLint base_vertex_id_location
;
157 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
158 GLint projection_matrix_location
;
159 GLint normal_matrix_location
;
160 GLint texture_matrix_location
[WINED3D_MAX_TEXTURES
];
161 GLint material_ambient_location
;
162 GLint material_diffuse_location
;
163 GLint material_specular_location
;
164 GLint material_emissive_location
;
165 GLint material_shininess_location
;
166 GLint light_ambient_location
;
181 } light_location
[WINED3D_MAX_ACTIVE_LIGHTS
];
182 GLint pointsize_location
;
183 GLint pointsize_min_location
;
184 GLint pointsize_max_location
;
185 GLint pointsize_c_att_location
;
186 GLint pointsize_l_att_location
;
187 GLint pointsize_q_att_location
;
188 GLint clip_planes_location
;
191 struct glsl_hs_program
193 struct list shader_entry
;
197 struct glsl_ds_program
199 struct list shader_entry
;
202 GLint pos_fixup_location
;
205 struct glsl_gs_program
207 struct list shader_entry
;
210 GLint pos_fixup_location
;
213 struct glsl_ps_program
215 struct list shader_entry
;
217 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
218 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
219 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
220 GLint bumpenv_mat_location
[WINED3D_MAX_TEXTURES
];
221 GLint bumpenv_lum_scale_location
[WINED3D_MAX_TEXTURES
];
222 GLint bumpenv_lum_offset_location
[WINED3D_MAX_TEXTURES
];
223 GLint tss_constant_location
[WINED3D_MAX_TEXTURES
];
224 GLint tex_factor_location
;
225 GLint specular_enable_location
;
226 GLint fog_color_location
;
227 GLint fog_density_location
;
228 GLint fog_end_location
;
229 GLint fog_scale_location
;
230 GLint alpha_test_ref_location
;
231 GLint ycorrection_location
;
232 GLint np2_fixup_location
;
233 GLint color_key_location
;
234 const struct ps_np2fixup_info
*np2_fixup_info
;
237 struct glsl_cs_program
239 struct list shader_entry
;
243 /* Struct to maintain data about a linked GLSL program */
244 struct glsl_shader_prog_link
246 struct wine_rb_entry program_lookup_entry
;
247 struct glsl_vs_program vs
;
248 struct glsl_hs_program hs
;
249 struct glsl_ds_program ds
;
250 struct glsl_gs_program gs
;
251 struct glsl_ps_program ps
;
252 struct glsl_cs_program cs
;
254 DWORD constant_update_mask
;
255 unsigned int constant_version
;
256 DWORD shader_controlled_clip_distances
: 1;
257 DWORD clip_distance_mask
: 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
261 struct glsl_program_key
271 struct shader_glsl_ctx_priv
273 const struct wined3d_gl_info
*gl_info
;
274 const struct vs_compile_args
*cur_vs_args
;
275 const struct ds_compile_args
*cur_ds_args
;
276 const struct ps_compile_args
*cur_ps_args
;
277 struct ps_np2fixup_info
*cur_np2fixup_info
;
278 struct wined3d_string_buffer_list
*string_buffers
;
281 struct glsl_context_data
283 struct glsl_shader_prog_link
*glsl_program
;
284 GLenum vertex_color_clamp
;
285 BOOL rasterization_disabled
;
288 struct glsl_ps_compiled_shader
290 struct ps_compile_args args
;
291 struct ps_np2fixup_info np2fixup
;
295 struct glsl_vs_compiled_shader
297 struct vs_compile_args args
;
301 struct glsl_hs_compiled_shader
306 struct glsl_ds_compiled_shader
308 struct ds_compile_args args
;
312 struct glsl_gs_compiled_shader
314 struct gs_compile_args args
;
318 struct glsl_cs_compiled_shader
323 struct glsl_shader_private
327 struct glsl_vs_compiled_shader
*vs
;
328 struct glsl_hs_compiled_shader
*hs
;
329 struct glsl_ds_compiled_shader
*ds
;
330 struct glsl_gs_compiled_shader
*gs
;
331 struct glsl_ps_compiled_shader
*ps
;
332 struct glsl_cs_compiled_shader
*cs
;
334 unsigned int num_gl_shaders
, shader_array_size
;
337 struct glsl_ffp_vertex_shader
339 struct wined3d_ffp_vs_desc desc
;
341 struct list linked_programs
;
344 struct glsl_ffp_fragment_shader
346 struct ffp_frag_desc entry
;
348 struct list linked_programs
;
351 struct glsl_ffp_destroy_ctx
353 struct shader_glsl_priv
*priv
;
354 const struct wined3d_context_gl
*context_gl
;
357 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
359 static const char *debug_gl_shader_type(GLenum type
)
363 #define WINED3D_TO_STR(u) case u: return #u
364 WINED3D_TO_STR(GL_VERTEX_SHADER
);
365 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
366 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
367 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
368 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
369 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
370 #undef WINED3D_TO_STR
372 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
376 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
380 case WINED3D_SHADER_TYPE_VERTEX
:
383 case WINED3D_SHADER_TYPE_HULL
:
386 case WINED3D_SHADER_TYPE_DOMAIN
:
389 case WINED3D_SHADER_TYPE_GEOMETRY
:
392 case WINED3D_SHADER_TYPE_PIXEL
:
395 case WINED3D_SHADER_TYPE_COMPUTE
:
399 FIXME("Unhandled shader type %#x.\n", type
);
404 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
406 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
408 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
410 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
416 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
417 const struct wined3d_gl_info
*gl_info
)
419 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
422 unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info
*gl_info
)
424 /* On core profile we have to also count diffuse and specular colours and
425 * the fog coordinate. */
426 return gl_info
->limits
.glsl_varyings
>= (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
427 ? WINED3D_MAX_TEXTURES
* 4 : (WINED3D_MAX_TEXTURES
+ 2) * 4 + 1);
430 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer
*buffer
,
431 const float *values
, unsigned int size
, const struct wined3d_gl_info
*gl_info
)
433 const int *int_values
= (const int *)values
;
437 if (!gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
440 shader_addline(buffer
, "vec%u(", size
);
442 for (i
= 0; i
< size
; ++i
)
444 wined3d_ftoa(values
[i
], str
);
445 shader_addline(buffer
, i
? ", %s" : "%s", str
);
449 shader_addline(buffer
, ")");
454 shader_addline(buffer
, "intBitsToFloat(");
456 shader_addline(buffer
, "ivec%u(", size
);
458 for (i
= 0; i
< size
; ++i
)
460 wined3d_ftoa(values
[i
], str
);
461 shader_addline(buffer
, i
? ", %#x /* %s */" : "%#x /* %s */", int_values
[i
], str
);
465 shader_addline(buffer
, ")");
466 shader_addline(buffer
, ")");
469 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
470 const int *values
, unsigned int size
)
474 if (!size
|| size
> 4)
476 ERR("Invalid vector size %u.\n", size
);
481 shader_addline(buffer
, "ivec%u(", size
);
483 for (i
= 0; i
< size
; ++i
)
484 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
487 shader_addline(buffer
, ")");
490 static const char *get_info_log_line(const char **ptr
)
495 if (!(q
= strstr(p
, "\n")))
497 if (!*p
) return NULL
;
506 /* Context activation is done by the caller. */
507 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
512 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
516 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
518 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
520 /* A size of 1 is just a null-terminated string, so the log should be bigger than
521 * that if there are errors. */
524 const char *ptr
, *line
;
526 log
= heap_alloc(length
);
527 /* The info log is supposed to be zero-terminated, but at least some
528 * versions of fglrx don't terminate the string properly. The reported
529 * length does include the terminator, so explicitly set it to zero
533 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
535 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
538 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
540 WARN("Info log received from GLSL shader #%u:\n", id
);
541 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
545 FIXME("Info log received from GLSL shader #%u:\n", id
);
546 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
552 /* Context activation is done by the caller. */
553 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
555 const char *ptr
, *line
;
557 TRACE("Compiling shader object %u.\n", shader
);
559 if (TRACE_ON(d3d_shader
))
562 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
565 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
566 checkGLcall("glShaderSource");
567 GL_EXTCALL(glCompileShader(shader
));
568 checkGLcall("glCompileShader");
569 print_glsl_info_log(gl_info
, shader
, FALSE
);
572 /* Context activation is done by the caller. */
573 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
575 GLint i
, shader_count
, source_size
= -1;
579 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
580 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
582 ERR("Failed to allocate shader array memory.\n");
586 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
587 for (i
= 0; i
< shader_count
; ++i
)
589 const char *ptr
, *line
;
592 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
594 if (source_size
< tmp
)
598 if (!(source
= heap_alloc_zero(tmp
)))
600 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
607 FIXME("Shader %u:\n", shaders
[i
]);
608 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
609 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
610 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
611 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
615 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
616 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
624 /* Context activation is done by the caller. */
625 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
629 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
632 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
635 FIXME("Program %u link status invalid.\n", program
);
636 shader_glsl_dump_program_source(gl_info
, program
);
639 print_glsl_info_log(gl_info
, program
, TRUE
);
642 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
644 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
645 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
647 return shader_glsl_get_version(gl_info
) >= 140;
650 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
652 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
655 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
656 struct shader_glsl_priv
*priv
, GLuint program_id
,
657 const struct wined3d_shader_reg_maps
*reg_maps
)
659 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
660 struct wined3d_string_buffer
*name
;
661 unsigned int i
, base
, count
;
664 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
667 name
= string_buffer_get(&priv
->string_buffers
);
668 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
669 for (i
= 0; i
< count
; ++i
)
671 if (!reg_maps
->cb_sizes
[i
])
674 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
675 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
676 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
678 checkGLcall("glUniformBlockBinding");
679 string_buffer_release(&priv
->string_buffers
, name
);
682 /* Context activation is done by the caller. */
683 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
684 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
685 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
687 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
688 unsigned int i
, mapped_unit
;
691 for (i
= 0; i
< count
; ++i
)
693 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
694 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
698 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
699 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
701 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
705 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
706 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
708 checkGLcall("Load sampler bindings");
709 string_buffer_release(&priv
->string_buffers
, sampler_name
);
712 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
713 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
715 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
716 const unsigned int *tex_unit_map
;
717 unsigned int base
, count
;
719 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
720 if (sampler_idx
>= count
)
721 return WINED3D_UNMAPPED_STAGE
;
723 return base
+ sampler_idx
;
724 return tex_unit_map
[base
+ sampler_idx
];
727 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
728 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
729 unsigned int sampler_idx
)
731 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
732 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
733 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
735 ERR("Unmapped sampler %u.\n", sampler_idx
);
738 /* Context activation is done by the caller. */
739 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
740 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
742 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
743 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
744 const struct wined3d_shader_version
*shader_version
;
745 const unsigned int *tex_unit_map
;
746 unsigned int base
, count
;
749 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
752 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
753 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
754 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
755 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
758 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
759 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
761 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
765 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
766 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
769 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
770 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
771 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
772 checkGLcall("Load immediate constant buffer");
774 string_buffer_release(&priv
->string_buffers
, icb_name
);
778 /* Context activation is done by the caller. */
779 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
780 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
782 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
783 struct wined3d_string_buffer
*name
;
787 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
790 name
= string_buffer_get(&priv
->string_buffers
);
791 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
793 if (!reg_maps
->uav_resource_info
[i
].type
)
796 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
797 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
801 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
802 GL_EXTCALL(glUniform1i(location
, i
));
804 checkGLcall("Load image bindings");
805 string_buffer_release(&priv
->string_buffers
, name
);
808 /* Context activation is done by the caller. */
809 static void shader_glsl_load_program_resources(const struct wined3d_context_gl
*context_gl
,
810 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
812 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
814 shader_glsl_init_uniform_block_bindings(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
815 shader_glsl_load_icb(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
816 /* Texture unit mapping is set up to be the same each time the shader
817 * program is used so we can hardcode the sampler uniform values. */
818 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, reg_maps
);
821 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
822 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
824 if (varyings
&& *strings
)
826 char *ptr
= *strings
;
828 varyings
[*varying_count
] = ptr
;
830 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
831 ptr
+= buffer
->content_size
+ 1;
836 *strings_length
+= buffer
->content_size
+ 1;
840 static void append_transform_feedback_skip_components(const char **varyings
,
841 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
842 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
846 for (j
= 0; j
< component_count
/ 4; ++j
)
848 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
849 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
851 if (component_count
% 4)
853 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
854 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
858 static BOOL
shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer
*buffer
,
859 const char **varyings
, unsigned int *varying_count
, char *strings
, unsigned int *strings_length
,
860 GLenum buffer_mode
, struct wined3d_shader
*shader
)
862 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
863 unsigned int buffer_idx
, count
, length
, highest_output_slot
, stride
;
864 unsigned int i
, register_idx
, component_idx
;
865 BOOL have_varyings_to_record
= FALSE
;
868 highest_output_slot
= 0;
869 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
873 for (i
= 0; i
< so_desc
->element_count
; ++i
)
875 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
877 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
878 if (e
->output_slot
!= buffer_idx
)
883 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
887 stride
+= e
->component_count
;
889 if (!e
->semantic_name
)
891 append_transform_feedback_skip_components(varyings
, &count
,
892 &strings
, &length
, buffer
, e
->component_count
);
896 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
899 if (component_idx
|| e
->component_count
!= 4)
901 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
903 FIXME("Unsupported component range %u-%u.\n", component_idx
, e
->component_count
);
904 append_transform_feedback_skip_components(varyings
, &count
,
905 &strings
, &length
, buffer
, e
->component_count
);
909 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
910 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
911 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
915 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", register_idx
);
916 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
919 have_varyings_to_record
= TRUE
;
922 if (buffer_idx
< so_desc
->buffer_stride_count
923 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
925 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
926 append_transform_feedback_skip_components(varyings
, &count
,
927 &strings
, &length
, buffer
, component_count
);
930 if (highest_output_slot
<= buffer_idx
)
933 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
935 string_buffer_sprintf(buffer
, "gl_NextBuffer");
936 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
941 *varying_count
= count
;
943 *strings_length
= length
;
945 return have_varyings_to_record
;
948 static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl
*context_gl
,
949 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
951 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
952 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
953 struct wined3d_string_buffer
*buffer
;
954 unsigned int i
, count
, length
;
955 const char **varyings
;
962 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
964 mode
= GL_INTERLEAVED_ATTRIBS
;
968 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
970 for (i
= 0; i
< so_desc
->element_count
; ++i
)
972 if (!so_desc
->elements
[i
].semantic_name
)
974 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
977 ++element_count
[so_desc
->elements
[i
].output_slot
];
980 if (element_count
[0] == so_desc
->element_count
)
982 mode
= GL_INTERLEAVED_ATTRIBS
;
986 mode
= GL_SEPARATE_ATTRIBS
;
987 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
989 if (element_count
[i
] != 1)
992 for (; i
< ARRAY_SIZE(element_count
); ++i
)
994 if (element_count
[i
])
996 FIXME("Only single element per buffer is allowed in separate mode.\n");
1003 buffer
= string_buffer_get(&priv
->string_buffers
);
1005 if (!shader_glsl_generate_transform_feedback_varyings(buffer
, NULL
, &count
, NULL
, &length
, mode
, shader
))
1007 FIXME("No varyings to record, disabling transform feedback.\n");
1008 shader
->u
.gs
.so_desc
= NULL
;
1009 string_buffer_release(&priv
->string_buffers
, buffer
);
1013 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
1015 ERR("Out of memory.\n");
1016 string_buffer_release(&priv
->string_buffers
, buffer
);
1019 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
1021 ERR("Out of memory.\n");
1022 heap_free(varyings
);
1023 string_buffer_release(&priv
->string_buffers
, buffer
);
1027 shader_glsl_generate_transform_feedback_varyings(buffer
, varyings
, NULL
, strings
, NULL
, mode
, shader
);
1028 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
1029 checkGLcall("glTransformFeedbackVaryings");
1031 heap_free(varyings
);
1033 string_buffer_release(&priv
->string_buffers
, buffer
);
1036 /* Context activation is done by the caller. */
1037 static void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
1038 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1040 unsigned int start
= ~0U, end
= 0;
1042 unsigned int heap_idx
= 1;
1045 if (heap
->entries
[heap_idx
].version
<= version
) return;
1047 idx
= heap
->entries
[heap_idx
].idx
;
1048 if (constant_locations
[idx
] != -1)
1050 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1052 while (stack_idx
>= 0)
1054 /* Note that we fall through to the next case statement. */
1055 switch(stack
[stack_idx
])
1057 case HEAP_NODE_TRAVERSE_LEFT
:
1059 unsigned int left_idx
= heap_idx
<< 1;
1060 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1062 heap_idx
= left_idx
;
1063 idx
= heap
->entries
[heap_idx
].idx
;
1064 if (constant_locations
[idx
] != -1)
1072 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1073 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1078 case HEAP_NODE_TRAVERSE_RIGHT
:
1080 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1081 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1083 heap_idx
= right_idx
;
1084 idx
= heap
->entries
[heap_idx
].idx
;
1085 if (constant_locations
[idx
] != -1)
1093 stack
[stack_idx
++] = HEAP_NODE_POP
;
1094 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1106 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1107 checkGLcall("walk_constant_heap()");
1110 /* Context activation is done by the caller. */
1111 static void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1112 GLint location
, const struct wined3d_vec4
*data
)
1114 GLfloat clamped_constant
[4];
1116 if (location
== -1) return;
1118 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1119 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1120 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1121 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1123 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1126 /* Context activation is done by the caller. */
1127 static void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1128 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1129 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1132 unsigned int heap_idx
= 1;
1135 if (heap
->entries
[heap_idx
].version
<= version
) return;
1137 idx
= heap
->entries
[heap_idx
].idx
;
1138 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1139 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1141 while (stack_idx
>= 0)
1143 /* Note that we fall through to the next case statement. */
1144 switch(stack
[stack_idx
])
1146 case HEAP_NODE_TRAVERSE_LEFT
:
1148 unsigned int left_idx
= heap_idx
<< 1;
1149 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1151 heap_idx
= left_idx
;
1152 idx
= heap
->entries
[heap_idx
].idx
;
1153 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1155 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1156 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1161 case HEAP_NODE_TRAVERSE_RIGHT
:
1163 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1164 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1166 heap_idx
= right_idx
;
1167 idx
= heap
->entries
[heap_idx
].idx
;
1168 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1170 stack
[stack_idx
++] = HEAP_NODE_POP
;
1171 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1182 checkGLcall("walk_constant_heap_clamped()");
1185 /* Context activation is done by the caller. */
1186 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1187 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1188 unsigned char *stack
, unsigned int version
)
1190 const struct wined3d_shader_lconst
*lconst
;
1192 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1193 if (shader
->reg_maps
.shader_version
.major
== 1
1194 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1195 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1197 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1199 if (!shader
->load_local_constsF
)
1201 TRACE("No need to load local float constants for this shader.\n");
1205 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1206 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1208 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1210 checkGLcall("glUniform4fv()");
1213 /* Context activation is done by the caller. */
1214 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1215 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1220 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1222 if (!(constants_set
& 1)) continue;
1224 /* We found this uniform name in the program - go ahead and send the data */
1225 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1228 /* Load immediate constants */
1229 ptr
= list_head(&shader
->constantsI
);
1232 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1233 unsigned int idx
= lconst
->idx
;
1234 const GLint
*values
= (const GLint
*)lconst
->value
;
1236 /* We found this uniform name in the program - go ahead and send the data */
1237 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1238 ptr
= list_next(&shader
->constantsI
, ptr
);
1240 checkGLcall("glUniform4iv()");
1243 /* Context activation is done by the caller. */
1244 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1245 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1250 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1252 if (!(constants_set
& 1)) continue;
1254 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1257 /* Load immediate constants */
1258 ptr
= list_head(&shader
->constantsB
);
1261 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1262 unsigned int idx
= lconst
->idx
;
1263 const GLint
*values
= (const GLint
*)lconst
->value
;
1265 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1266 ptr
= list_next(&shader
->constantsB
, ptr
);
1268 checkGLcall("glUniform1iv()");
1271 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1273 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1276 /* Context activation is done by the caller (state handler). */
1277 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1278 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1284 np2fixup_constants
[WINED3D_MAX_FRAGMENT_SAMPLERS
];
1285 UINT fixup
= ps
->np2_fixup_info
->active
;
1288 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1290 const struct wined3d_texture
*tex
= state
->textures
[i
];
1291 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1295 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1299 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1300 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1303 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1306 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1308 struct wined3d_matrix temp
;
1311 for (i
= 0; i
< 4; ++i
)
1312 for (j
= 0; j
< 4; ++j
)
1313 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1318 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1319 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1321 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1322 struct wined3d_matrix mv
;
1325 if (prog
->vs
.normal_matrix_location
== -1)
1328 get_modelview_matrix(&context_gl
->c
, state
, 0, &mv
);
1329 compute_normal_matrix(mat
, context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
, &mv
);
1331 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1332 checkGLcall("glUniformMatrix3fv");
1335 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1336 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1338 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1339 struct wined3d_matrix mat
;
1341 if (tex
>= WINED3D_MAX_TEXTURES
)
1343 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1346 get_texture_matrix(&context_gl
->c
, state
, tex
, &mat
);
1347 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1348 checkGLcall("glUniformMatrix4fv");
1351 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl
*context_gl
,
1352 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1354 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1356 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1358 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1359 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1363 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1365 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1367 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1368 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1369 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1370 checkGLcall("setting FFP material uniforms");
1373 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context_gl
*context_gl
,
1374 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1376 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1377 struct wined3d_color color
;
1379 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1380 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1381 checkGLcall("glUniform3fv");
1384 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
*context_gl
,
1385 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1386 struct glsl_shader_prog_link
*prog
)
1388 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1389 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1390 struct wined3d_vec4 vec4
;
1392 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1393 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1394 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1396 switch (light_info
->OriginalParms
.type
)
1398 case WINED3D_LIGHT_POINT
:
1399 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1400 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1401 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1402 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1403 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1404 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1407 case WINED3D_LIGHT_SPOT
:
1408 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1409 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1411 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1412 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1414 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1415 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1416 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1417 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1418 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1419 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1420 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1423 case WINED3D_LIGHT_DIRECTIONAL
:
1424 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1425 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1428 case WINED3D_LIGHT_PARALLELPOINT
:
1429 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1430 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1434 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1436 checkGLcall("setting FFP lights uniforms");
1439 static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl
*context_gl
,
1440 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1442 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1446 get_pointsize_minmax(&context_gl
->c
, state
, &min
, &max
);
1448 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1449 checkGLcall("glUniform1f");
1450 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1451 checkGLcall("glUniform1f");
1453 get_pointsize(&context_gl
->c
, state
, &size
, att
);
1455 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1456 checkGLcall("glUniform1f");
1457 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1458 checkGLcall("glUniform1f");
1459 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1460 checkGLcall("glUniform1f");
1461 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1462 checkGLcall("glUniform1f");
1465 static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl
*context_gl
,
1466 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1468 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1469 struct wined3d_color color
;
1470 float start
, end
, scale
;
1477 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1478 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1479 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1480 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1481 get_fog_start_end(&context_gl
->c
, state
, &start
, &end
);
1482 scale
= 1.0f
/ (end
- start
);
1483 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1484 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1485 checkGLcall("fog emulation uniforms");
1488 static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl
*context_gl
,
1489 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1491 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1492 struct wined3d_matrix matrix
;
1493 struct wined3d_vec4 plane
;
1495 plane
= state
->clip_planes
[index
];
1497 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1500 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1501 transpose_matrix(&matrix
, &matrix
);
1502 wined3d_vec4_transform(&plane
, &plane
, &matrix
);
1505 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1508 /* Context activation is done by the caller (state handler). */
1509 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1510 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1512 struct wined3d_color float_key
[2];
1513 const struct wined3d_texture
*texture
= state
->textures
[0];
1515 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1516 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1519 /* Context activation is done by the caller (state handler). */
1520 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1521 const struct wined3d_state
*state
)
1523 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1524 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1525 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1526 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1527 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1528 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1529 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1530 struct shader_glsl_priv
*priv
= shader_priv
;
1531 unsigned int constant_version
;
1535 /* No GLSL program set - nothing to do. */
1539 constant_version
= prog
->constant_version
;
1540 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1542 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1543 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1544 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1546 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1547 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1548 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1550 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1551 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1552 vshader
->reg_maps
.boolean_constants
);
1554 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1556 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1557 shader_glsl_clip_plane_uniform(context_gl
, state
, i
, prog
);
1560 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1561 shader_glsl_pointsize_uniform(context_gl
, state
, prog
);
1563 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1565 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1566 max(state
->viewport_count
, 1) : 1;
1567 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1568 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1569 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1570 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1571 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1573 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1574 checkGLcall("glUniform4fv");
1577 if (update_mask
& WINED3D_SHADER_CONST_BASE_VERTEX_ID
)
1579 GL_EXTCALL(glUniform1i(prog
->vs
.base_vertex_id_location
, state
->base_vertex_index
));
1580 checkGLcall("base vertex id");
1583 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1585 struct wined3d_matrix mat
;
1587 get_modelview_matrix(context
, state
, 0, &mat
);
1588 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1589 checkGLcall("glUniformMatrix4fv");
1591 shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl
, state
, prog
);
1594 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1596 struct wined3d_matrix mat
;
1598 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1600 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1603 get_modelview_matrix(context
, state
, i
, &mat
);
1604 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1605 checkGLcall("glUniformMatrix4fv");
1609 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1611 struct wined3d_matrix projection
;
1613 get_projection_matrix(context
, state
, &projection
);
1614 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1615 checkGLcall("glUniformMatrix4fv");
1618 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1620 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1621 shader_glsl_ffp_vertex_texmatrix_uniform(context_gl
, state
, i
, prog
);
1624 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1625 shader_glsl_ffp_vertex_material_uniform(context_gl
, state
, prog
);
1627 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1629 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1630 DWORD point_count
= 0;
1631 DWORD spot_count
= 0;
1632 DWORD directional_count
= 0;
1633 DWORD parallel_point_count
= 0;
1635 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1637 if (!state
->light_state
.lights
[i
])
1640 switch (state
->light_state
.lights
[i
]->OriginalParms
.type
)
1642 case WINED3D_LIGHT_POINT
:
1645 case WINED3D_LIGHT_SPOT
:
1648 case WINED3D_LIGHT_DIRECTIONAL
:
1649 ++directional_count
;
1651 case WINED3D_LIGHT_PARALLELPOINT
:
1652 ++parallel_point_count
;
1655 FIXME("Unhandled light type %#x.\n", state
->light_state
.lights
[i
]->OriginalParms
.type
);
1660 spot_idx
= point_idx
+ point_count
;
1661 directional_idx
= spot_idx
+ spot_count
;
1662 parallel_point_idx
= directional_idx
+ directional_count
;
1664 shader_glsl_ffp_vertex_lightambient_uniform(context_gl
, state
, prog
);
1665 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1667 const struct wined3d_light_info
*light_info
= state
->light_state
.lights
[i
];
1673 switch (light_info
->OriginalParms
.type
)
1675 case WINED3D_LIGHT_POINT
:
1678 case WINED3D_LIGHT_SPOT
:
1681 case WINED3D_LIGHT_DIRECTIONAL
:
1682 idx
= directional_idx
++;
1684 case WINED3D_LIGHT_PARALLELPOINT
:
1685 idx
= parallel_point_idx
++;
1688 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1691 shader_glsl_ffp_vertex_light_uniform(context_gl
, state
, idx
, light_info
, prog
);
1695 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1696 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1697 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1699 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1700 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1701 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1703 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1704 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1705 pshader
->reg_maps
.boolean_constants
);
1707 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1709 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1711 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1714 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1715 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1717 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1719 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1720 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1721 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1722 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1726 checkGLcall("bump env uniforms");
1729 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1731 const struct wined3d_vec4 correction_params
=
1733 /* Position is relative to the framebuffer, not the viewport. */
1734 context
->render_offscreen
? 0.0f
: (float)state
->fb
.render_targets
[0]->height
,
1735 context
->render_offscreen
? 1.0f
: -1.0f
,
1740 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1743 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1744 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1745 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1746 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1748 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1750 struct wined3d_color color
;
1752 if (prog
->ps
.tex_factor_location
!= -1)
1754 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1755 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1758 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1759 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1761 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1763 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1765 if (prog
->ps
.tss_constant_location
[i
] == -1)
1768 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1769 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1772 checkGLcall("fixed function uniforms");
1775 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1776 shader_glsl_load_fog_uniform(context_gl
, state
, prog
);
1778 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1780 float ref
= wined3d_alpha_ref(state
);
1782 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1783 checkGLcall("alpha test emulation uniform");
1786 if (priv
->next_constant_version
== UINT_MAX
)
1788 TRACE("Max constant version reached, resetting to 0.\n");
1789 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1790 priv
->next_constant_version
= 1;
1794 prog
->constant_version
= priv
->next_constant_version
++;
1798 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1800 struct constant_entry
*entries
= heap
->entries
;
1801 unsigned int *positions
= heap
->positions
;
1802 unsigned int heap_idx
, parent_idx
;
1804 if (!heap
->contained
[idx
])
1806 heap_idx
= heap
->size
++;
1807 heap
->contained
[idx
] = TRUE
;
1811 heap_idx
= positions
[idx
];
1814 while (heap_idx
> 1)
1816 parent_idx
= heap_idx
>> 1;
1818 if (new_version
<= entries
[parent_idx
].version
) break;
1820 entries
[heap_idx
] = entries
[parent_idx
];
1821 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1822 heap_idx
= parent_idx
;
1825 entries
[heap_idx
].version
= new_version
;
1826 entries
[heap_idx
].idx
= idx
;
1827 positions
[idx
] = heap_idx
;
1830 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1832 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1833 struct constant_heap
*heap
= &priv
->vconst_heap
;
1836 for (i
= start
; i
< count
+ start
; ++i
)
1838 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1842 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1844 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1845 struct constant_heap
*heap
= &priv
->pconst_heap
;
1848 for (i
= start
; i
< count
+ start
; ++i
)
1850 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1854 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1856 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1857 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1858 if(shader_major
> 3) return ret
;
1860 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1861 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1865 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1867 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
1870 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1872 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
1873 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
1876 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
1878 return shader_glsl_get_version(gl_info
) >= 150;
1881 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1883 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1886 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1887 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1892 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1893 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1896 va_start(args
, format
);
1897 ret
= shader_vaddline(buffer
, format
, args
);
1901 if (!string_buffer_resize(buffer
, ret
))
1906 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1907 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1912 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1913 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1916 va_start(args
, format
);
1917 ret
= shader_vaddline(buffer
, format
, args
);
1921 if (!string_buffer_resize(buffer
, ret
))
1926 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
1928 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
1931 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
1933 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
1936 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
1940 case WINED3DSIM_CONSTANT
:
1942 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
1943 return "noperspective ";
1945 FIXME("Unhandled interpolation mode %#x.\n", mode
);
1946 case WINED3DSIM_NONE
:
1947 case WINED3DSIM_LINEAR
:
1952 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
1953 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
1955 return wined3d_extract_bits(packed_interpolation_mode
,
1956 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
1959 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
1960 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
1961 const DWORD
*interpolation_mode
, BOOL unroll
)
1963 enum wined3d_shader_interpolation_mode mode
;
1966 if (shader_glsl_use_interface_blocks(gl_info
))
1970 shader_addline(buffer
, "in shader_in_out {\n");
1971 for (i
= 0; i
< element_count
; ++i
)
1973 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
1974 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
1976 shader_addline(buffer
, "} shader_in;\n");
1980 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
1985 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
1989 static BOOL
needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info
*gl_info
)
1991 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
1992 * fragment shaders. In older GLSL versions interpolation qualifiers must
1993 * match between shader stages. */
1994 return gl_info
->glsl_version
< MAKEDWORD_VERSION(4, 40);
1997 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
1998 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
1999 const DWORD
*interpolation_mode
)
2001 enum wined3d_shader_interpolation_mode mode
;
2004 if (shader_glsl_use_interface_blocks(gl_info
))
2006 if (rasterizer_setup
)
2008 shader_addline(buffer
, "out shader_in_out {\n");
2009 for (i
= 0; i
< element_count
; ++i
)
2011 const char *interpolation_qualifiers
= "";
2012 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2014 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2015 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2017 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2019 shader_addline(buffer
, "} shader_out;\n");
2023 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2028 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2032 static BOOL
use_legacy_fragment_output(const struct wined3d_gl_info
*gl_info
)
2034 /* Technically 1.30 does support user-defined fragment shader outputs but
2035 * we might not have glBindFragDataLocation() available (i.e. GL version
2036 * might be < 3.0). */
2037 return gl_info
->glsl_version
<= MAKEDWORD_VERSION(1, 30);
2040 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2042 return use_legacy_fragment_output(gl_info
) ? "gl_FragData" : "ps_out";
2045 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2047 switch (primitive_type
)
2049 case WINED3D_PT_POINTLIST
:
2052 case WINED3D_PT_LINELIST
:
2055 case WINED3D_PT_LINESTRIP
:
2056 return "line_strip";
2058 case WINED3D_PT_TRIANGLELIST
:
2061 case WINED3D_PT_TRIANGLESTRIP
:
2062 return "triangle_strip";
2064 case WINED3D_PT_LINELIST_ADJ
:
2065 return "lines_adjacency";
2067 case WINED3D_PT_TRIANGLELIST_ADJ
:
2068 return "triangles_adjacency";
2071 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2076 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2078 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2079 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2080 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2083 if (reg_maps
->shader_version
.major
< 3)
2084 return input_reg_used
& (1u << idx
);
2086 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2088 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2090 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2093 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2094 && input
->semantic_idx
== idx
)
2095 return input_reg_used
& (1u << input
->register_idx
);
2100 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2101 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2103 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2105 if (version
->major
>= 4)
2106 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2108 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2111 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2112 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2115 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2116 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2117 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2118 index
, scalar_type
, scalar_type
, index
);
2121 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2122 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2124 unsigned int index
= e
->register_idx
;
2125 enum wined3d_component_type type
;
2127 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2129 shader_addline(buffer
, "uniform int base_vertex_id;\n");
2130 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index
);
2133 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2135 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2139 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2140 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2142 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2143 shader_addline(buffer
, "layout(location = %u) ", index
);
2145 type
= e
->component_type
;
2146 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2148 FIXME("Unhandled type %#x.\n", type
);
2149 type
= WINED3D_TYPE_FLOAT
;
2151 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2152 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2154 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2155 component_type_info
[type
].glsl_vector_type
,
2156 component_type_info
[type
].glsl_scalar_type
, index
);
2159 /** Generate the variable & register declarations for the GLSL output target */
2160 static void shader_generate_glsl_declarations(const struct wined3d_context_gl
*context_gl
,
2161 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2162 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2164 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2165 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2166 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2167 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2168 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2169 unsigned int uniform_block_base
, uniform_block_count
;
2170 enum wined3d_shader_resource_type resource_type
;
2171 const struct wined3d_shader_lconst
*lconst
;
2176 if (wined3d_settings
.strict_shader_math
)
2177 shader_addline(buffer
, "#pragma optionNV(fastmath off)\n");
2179 prefix
= shader_glsl_get_prefix(version
->type
);
2181 /* Prototype the subroutines */
2182 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2184 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2187 /* Declare the constants (aka uniforms) */
2188 if (shader
->limits
->constant_float
> 0)
2190 unsigned max_constantsF
;
2192 /* Unless the shader uses indirect addressing, always declare the
2193 * maximum array size and ignore that we need some uniforms privately.
2194 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2195 * and immediate values, still declare VC[256]. If the shader needs
2196 * more uniforms than we have it won't work in any case. If it uses
2197 * less, the compiler will figure out which uniforms are really used
2198 * and strip them out. This allows a shader to use c255 on a dx9 card,
2199 * as long as it doesn't also use all the other constants.
2201 * If the shader uses indirect addressing the compiler must assume
2202 * that all declared uniforms are used. In this case, declare only the
2203 * amount that we're assured to have.
2205 * Thus we run into problems in these two cases:
2206 * 1) The shader really uses more uniforms than supported.
2207 * 2) The shader uses indirect addressing, less constants than
2208 * supported, but uses a constant index > #supported consts. */
2209 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2211 /* No indirect addressing here. */
2212 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2216 if (reg_maps
->usesrelconstF
)
2218 /* Subtract the other potential uniforms from the max
2219 * available (bools, ints, and 1 row of projection matrix).
2220 * Subtract another uniform for immediate values, which have
2221 * to be loaded via uniform by the driver as well. The shader
2222 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2223 * shader code, so one vec4 should be enough. (Unfortunately
2224 * the Nvidia driver doesn't store 128 and -128 in one float).
2226 * Writing gl_ClipVertex requires one uniform for each
2227 * clipplane as well. */
2228 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2229 if (vs_args
->clip_enabled
)
2230 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2231 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2232 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2233 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2234 * for now take this into account when calculating the number of available constants
2236 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2237 /* Set by driver quirks in directx.c */
2238 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2240 if (max_constantsF
< shader
->limits
->constant_float
)
2242 static unsigned int once
;
2245 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2246 " it may not render correctly.\n");
2248 WARN("The hardware does not support enough uniform components to run this shader.\n");
2253 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2256 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2257 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2260 /* Always declare the full set of constants, the compiler can remove the
2261 * unused ones because d3d doesn't (yet) support indirect int and bool
2262 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2263 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2264 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2266 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2267 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2269 /* Declare immediate constant buffer */
2271 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2273 /* Declare constant buffers */
2274 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2275 &uniform_block_base
, &uniform_block_count
);
2276 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2278 if (reg_maps
->cb_sizes
[i
])
2280 shader_addline(buffer
, "layout(std140");
2281 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2282 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2283 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2284 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2288 /* Declare texture samplers */
2289 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2291 struct wined3d_shader_sampler_map_entry
*entry
;
2292 const char *sampler_type_prefix
, *sampler_type
;
2293 BOOL shadow_sampler
, tex_rect
;
2295 entry
= ®_maps
->sampler_map
.entries
[i
];
2297 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2299 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2303 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2305 case WINED3D_DATA_FLOAT
:
2306 case WINED3D_DATA_UNORM
:
2307 case WINED3D_DATA_SNORM
:
2308 sampler_type_prefix
= "";
2311 case WINED3D_DATA_INT
:
2312 sampler_type_prefix
= "i";
2315 case WINED3D_DATA_UINT
:
2316 sampler_type_prefix
= "u";
2320 sampler_type_prefix
= "";
2321 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2325 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2326 resource_type
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2327 ? pixelshader_get_resource_type(reg_maps
, entry
->resource_idx
, ps_args
->tex_types
)
2328 : reg_maps
->resource_info
[entry
->resource_idx
].type
;
2330 switch (resource_type
)
2332 case WINED3D_SHADER_RESOURCE_BUFFER
:
2333 sampler_type
= "samplerBuffer";
2336 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2338 sampler_type
= "sampler1DShadow";
2340 sampler_type
= "sampler1D";
2343 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2344 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2345 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2346 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2350 sampler_type
= "sampler2DRectShadow";
2352 sampler_type
= "sampler2DShadow";
2357 sampler_type
= "sampler2DRect";
2359 sampler_type
= "sampler2D";
2363 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2365 FIXME("Unsupported 3D shadow sampler.\n");
2366 sampler_type
= "sampler3D";
2369 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2371 sampler_type
= "samplerCubeShadow";
2373 sampler_type
= "samplerCube";
2376 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2378 sampler_type
= "sampler1DArrayShadow";
2380 sampler_type
= "sampler1DArray";
2383 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2385 sampler_type
= "sampler2DArrayShadow";
2387 sampler_type
= "sampler2DArray";
2390 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2392 sampler_type
= "samplerCubeArrayShadow";
2394 sampler_type
= "samplerCubeArray";
2397 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2398 sampler_type
= "sampler2DMS";
2401 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2402 sampler_type
= "sampler2DMSArray";
2406 sampler_type
= "unsupported_sampler";
2407 FIXME("Unhandled resource type %#x.\n", resource_type
);
2411 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2412 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, version
, entry
->bind_idx
);
2413 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2414 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2417 /* Declare images */
2418 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2420 const char *image_type_prefix
, *image_type
, *read_format
;
2422 if (!reg_maps
->uav_resource_info
[i
].type
)
2425 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2427 case WINED3D_DATA_FLOAT
:
2428 case WINED3D_DATA_UNORM
:
2429 case WINED3D_DATA_SNORM
:
2430 image_type_prefix
= "";
2431 read_format
= "r32f";
2434 case WINED3D_DATA_INT
:
2435 image_type_prefix
= "i";
2436 read_format
= "r32i";
2439 case WINED3D_DATA_UINT
:
2440 image_type_prefix
= "u";
2441 read_format
= "r32ui";
2445 image_type_prefix
= "";
2447 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2451 switch (reg_maps
->uav_resource_info
[i
].type
)
2453 case WINED3D_SHADER_RESOURCE_BUFFER
:
2454 image_type
= "imageBuffer";
2457 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2458 image_type
= "image1D";
2461 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2462 image_type
= "image2D";
2465 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2466 image_type
= "image3D";
2469 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2470 image_type
= "image1DArray";
2473 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2474 image_type
= "image2DArray";
2478 image_type
= "unsupported_image";
2479 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2483 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2484 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2485 if (reg_maps
->uav_read_mask
& (1u << i
))
2486 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2487 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2489 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2490 image_type_prefix
, image_type
, prefix
, i
);
2492 if (reg_maps
->uav_counter_mask
& (1u << i
))
2493 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2497 /* Declare address variables */
2498 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2500 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2503 /* Declare output register temporaries */
2504 if (shader
->limits
->packed_output
)
2505 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2507 /* Declare temporary variables */
2508 if (reg_maps
->temporary_count
)
2510 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2511 shader_addline(buffer
, "vec4 R%u;\n", i
);
2513 else if (version
->major
< 4)
2515 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2518 shader_addline(buffer
, "vec4 R%u;\n", i
);
2522 /* Declare indexable temporary variables */
2523 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2525 if (idx_temp_reg
->component_count
!= 4)
2526 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2527 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2530 /* Declare loop registers aLx */
2531 if (version
->major
< 4)
2533 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2535 shader_addline(buffer
, "int aL%u;\n", i
);
2536 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2540 /* Temporary variables for matrix operations */
2541 shader_addline(buffer
, "vec4 tmp0;\n");
2542 shader_addline(buffer
, "vec4 tmp1;\n");
2544 if (!shader
->load_local_constsF
)
2546 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2548 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2549 shader_glsl_append_imm_vec(buffer
, (const float *)lconst
->value
, ARRAY_SIZE(lconst
->value
), gl_info
);
2550 shader_addline(buffer
, ";\n");
2556 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2557 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2558 enum wined3d_data_type data_type
);
2560 /** Used for opcode modifiers - They multiply the result by the specified amount */
2561 static const char * const shift_glsl_tab
[] = {
2563 "2.0 * ", /* 1 (x2) */
2564 "4.0 * ", /* 2 (x4) */
2565 "8.0 * ", /* 3 (x8) */
2566 "16.0 * ", /* 4 (x16) */
2567 "32.0 * ", /* 5 (x32) */
2574 "0.0625 * ", /* 12 (d16) */
2575 "0.125 * ", /* 13 (d8) */
2576 "0.25 * ", /* 14 (d4) */
2577 "0.5 * " /* 15 (d2) */
2580 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2581 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2582 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2584 switch (src_modifier
)
2586 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2587 case WINED3DSPSM_DW
:
2588 case WINED3DSPSM_NONE
:
2589 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2591 case WINED3DSPSM_NEG
:
2592 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2594 case WINED3DSPSM_NOT
:
2595 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2597 case WINED3DSPSM_BIAS
:
2598 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2600 case WINED3DSPSM_BIASNEG
:
2601 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2603 case WINED3DSPSM_SIGN
:
2604 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2606 case WINED3DSPSM_SIGNNEG
:
2607 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2609 case WINED3DSPSM_COMP
:
2610 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2612 case WINED3DSPSM_X2
:
2613 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2615 case WINED3DSPSM_X2NEG
:
2616 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2618 case WINED3DSPSM_ABS
:
2619 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2621 case WINED3DSPSM_ABSNEG
:
2622 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2625 FIXME("Unhandled modifier %u\n", src_modifier
);
2626 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2630 static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer
*register_name
,
2631 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2633 /* The ARB_shading_language_420pack extension allows swizzle operations on
2635 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2636 string_buffer_sprintf(register_name
, "%s", glsl_variable
);
2638 string_buffer_sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2641 /** Writes the GLSL variable name that corresponds to the register that the
2642 * DX opcode parameter is trying to access */
2643 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2644 enum wined3d_data_type data_type
, struct wined3d_string_buffer
*register_name
,
2645 BOOL
*is_swizzled
, const struct wined3d_shader_context
*ctx
)
2647 /* oPos, oFog and oPts in D3D */
2648 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2650 const struct wined3d_shader
*shader
= ctx
->shader
;
2651 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2652 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2653 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2654 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2655 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
2656 struct glsl_src_param rel_param0
, rel_param1
;
2658 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2659 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2660 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2661 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2662 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2663 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2665 *is_swizzled
= FALSE
;
2669 case WINED3DSPR_TEMP
:
2670 string_buffer_sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2673 case WINED3DSPR_INPUT
:
2674 case WINED3DSPR_INCONTROLPOINT
:
2675 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2677 if (reg
->idx
[0].rel_addr
)
2678 FIXME("VS3 input registers relative addressing.\n");
2679 if (is_swizzled
&& priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2680 *is_swizzled
= TRUE
;
2681 if (reg
->idx
[0].rel_addr
)
2683 string_buffer_sprintf(register_name
, "%s_in[%s + %u]",
2684 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2688 string_buffer_sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2693 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2694 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2695 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2697 if (reg
->idx
[0].rel_addr
)
2699 if (reg
->idx
[1].rel_addr
)
2700 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2701 rel_param0
.param_str
, reg
->idx
[0].offset
,
2702 rel_param1
.param_str
, reg
->idx
[1].offset
);
2704 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2705 rel_param0
.param_str
, reg
->idx
[0].offset
,
2706 reg
->idx
[1].offset
);
2708 else if (reg
->idx
[1].rel_addr
)
2709 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2710 rel_param1
.param_str
, reg
->idx
[1].offset
);
2712 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%u]",
2713 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2717 /* pixel shaders >= 3.0 */
2718 if (version
->major
>= 3)
2720 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2721 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2723 if (reg
->idx
[0].rel_addr
)
2725 /* Removing a + 0 would be an obvious optimization, but
2726 * OS X doesn't see the NOP operation there. */
2729 if (needs_legacy_glsl_syntax(gl_info
)
2730 && shader
->u
.ps
.declared_in_count
> in_count
)
2732 string_buffer_sprintf(register_name
,
2733 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2734 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2735 prefix
, rel_param0
.param_str
, idx
);
2739 string_buffer_sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2744 if (needs_legacy_glsl_syntax(gl_info
)
2745 && shader
->u
.ps
.declared_in_count
> in_count
)
2747 string_buffer_sprintf(register_name
,
2748 "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2749 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2750 prefix
, rel_param0
.param_str
);
2754 string_buffer_sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2760 if (idx
== in_count
)
2761 string_buffer_sprintf(register_name
, "gl_Color");
2762 else if (idx
== in_count
+ 1)
2763 string_buffer_sprintf(register_name
, "gl_SecondaryColor");
2765 string_buffer_sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2770 if (!reg
->idx
[0].offset
)
2771 string_buffer_sprintf(register_name
, "ffp_varying_diffuse");
2773 string_buffer_sprintf(register_name
, "ffp_varying_specular");
2778 case WINED3DSPR_CONST
:
2780 /* Relative addressing */
2781 if (reg
->idx
[0].rel_addr
)
2783 if (wined3d_settings
.check_float_constants
)
2784 string_buffer_sprintf(register_name
,
2785 "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2786 rel_param0
.param_str
, reg
->idx
[0].offset
,
2787 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2788 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2789 else if (reg
->idx
[0].offset
)
2790 string_buffer_sprintf(register_name
, "%s_c[%s + %u]",
2791 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2793 string_buffer_sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2797 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2798 string_buffer_sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2800 string_buffer_sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2805 case WINED3DSPR_CONSTINT
:
2806 string_buffer_sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2809 case WINED3DSPR_CONSTBOOL
:
2810 string_buffer_sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2813 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2814 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2815 string_buffer_sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2817 string_buffer_sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2820 case WINED3DSPR_LOOP
:
2821 string_buffer_sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
2824 case WINED3DSPR_SAMPLER
:
2825 string_buffer_sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2828 case WINED3DSPR_COLOROUT
:
2829 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2830 WARN("Write to render target %u, only %d supported.\n",
2831 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2833 string_buffer_sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2836 case WINED3DSPR_RASTOUT
:
2837 string_buffer_sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2840 case WINED3DSPR_DEPTHOUT
:
2841 case WINED3DSPR_DEPTHOUTGE
:
2842 case WINED3DSPR_DEPTHOUTLE
:
2843 string_buffer_sprintf(register_name
, "gl_FragDepth");
2846 case WINED3DSPR_ATTROUT
:
2847 if (!reg
->idx
[0].offset
)
2848 string_buffer_sprintf(register_name
, "%s_out[8]", prefix
);
2850 string_buffer_sprintf(register_name
, "%s_out[9]", prefix
);
2853 case WINED3DSPR_TEXCRDOUT
:
2854 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2855 if (reg
->idx
[0].rel_addr
)
2856 string_buffer_sprintf(register_name
, "%s_out[%s + %u]",
2857 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2859 string_buffer_sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2862 case WINED3DSPR_MISCTYPE
:
2863 if (!reg
->idx
[0].offset
)
2866 string_buffer_sprintf(register_name
, "vpos");
2868 else if (reg
->idx
[0].offset
== 1)
2870 /* Note that gl_FrontFacing is a bool, while vFace is
2871 * a float for which the sign determines front/back */
2872 string_buffer_sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2876 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2877 string_buffer_sprintf(register_name
, "unrecognized_register");
2881 case WINED3DSPR_IMMCONST
:
2882 switch (reg
->immconst_type
)
2884 case WINED3D_IMMCONST_SCALAR
:
2887 case WINED3D_DATA_UNORM
:
2888 case WINED3D_DATA_SNORM
:
2889 case WINED3D_DATA_FLOAT
:
2890 string_buffer_clear(register_name
);
2891 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 1, gl_info
);
2893 case WINED3D_DATA_INT
:
2894 string_buffer_sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2896 case WINED3D_DATA_RESOURCE
:
2897 case WINED3D_DATA_SAMPLER
:
2898 case WINED3D_DATA_UINT
:
2899 string_buffer_sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2902 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2907 case WINED3D_IMMCONST_VEC4
:
2910 case WINED3D_DATA_UNORM
:
2911 case WINED3D_DATA_SNORM
:
2912 case WINED3D_DATA_FLOAT
:
2913 string_buffer_clear(register_name
);
2914 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 4, gl_info
);
2916 case WINED3D_DATA_INT
:
2917 string_buffer_sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2918 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2919 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2921 case WINED3D_DATA_RESOURCE
:
2922 case WINED3D_DATA_SAMPLER
:
2923 case WINED3D_DATA_UINT
:
2924 string_buffer_sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2925 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2926 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2929 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2935 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2936 string_buffer_sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2940 case WINED3DSPR_CONSTBUFFER
:
2941 if (reg
->idx
[1].rel_addr
)
2942 string_buffer_sprintf(register_name
, "%s_cb%u[%s + %u]",
2943 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2945 string_buffer_sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2948 case WINED3DSPR_IMMCONSTBUFFER
:
2949 if (reg
->idx
[0].rel_addr
)
2950 string_buffer_sprintf(register_name
, "%s_icb[%s + %u]",
2951 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2953 string_buffer_sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2956 case WINED3DSPR_PRIMID
:
2957 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2958 string_buffer_sprintf(register_name
, "gl_PrimitiveIDIn");
2960 string_buffer_sprintf(register_name
, "gl_PrimitiveID");
2963 case WINED3DSPR_IDXTEMP
:
2964 if (reg
->idx
[1].rel_addr
)
2965 string_buffer_sprintf(register_name
, "X%u[%s + %u]",
2966 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2968 string_buffer_sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2971 case WINED3DSPR_LOCALTHREADINDEX
:
2972 shader_glsl_fixup_scalar_register_variable(register_name
,
2973 "int(gl_LocalInvocationIndex)", gl_info
);
2976 case WINED3DSPR_GSINSTID
:
2977 case WINED3DSPR_OUTPOINTID
:
2978 shader_glsl_fixup_scalar_register_variable(register_name
,
2979 "gl_InvocationID", gl_info
);
2982 case WINED3DSPR_THREADID
:
2983 string_buffer_sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2986 case WINED3DSPR_THREADGROUPID
:
2987 string_buffer_sprintf(register_name
, "ivec3(gl_WorkGroupID)");
2990 case WINED3DSPR_LOCALTHREADID
:
2991 string_buffer_sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
2994 case WINED3DSPR_FORKINSTID
:
2995 case WINED3DSPR_JOININSTID
:
2996 shader_glsl_fixup_scalar_register_variable(register_name
,
2997 "phase_instance_id", gl_info
);
3000 case WINED3DSPR_TESSCOORD
:
3001 string_buffer_sprintf(register_name
, "gl_TessCoord");
3004 case WINED3DSPR_OUTCONTROLPOINT
:
3005 if (reg
->idx
[0].rel_addr
)
3007 if (reg
->idx
[1].rel_addr
)
3008 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3009 rel_param0
.param_str
, reg
->idx
[0].offset
,
3010 rel_param1
.param_str
, reg
->idx
[1].offset
);
3012 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3013 rel_param0
.param_str
, reg
->idx
[0].offset
,
3014 reg
->idx
[1].offset
);
3016 else if (reg
->idx
[1].rel_addr
)
3018 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3019 reg
->idx
[0].offset
, rel_param1
.param_str
,
3020 reg
->idx
[1].offset
);
3024 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%u]",
3025 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3029 case WINED3DSPR_PATCHCONST
:
3030 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3031 string_buffer_sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3033 string_buffer_sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3036 case WINED3DSPR_COVERAGE
:
3037 string_buffer_sprintf(register_name
, "gl_SampleMaskIn[0]");
3040 case WINED3DSPR_SAMPLEMASK
:
3041 string_buffer_sprintf(register_name
, "sample_mask");
3045 FIXME("Unhandled register type %#x.\n", reg
->type
);
3046 string_buffer_sprintf(register_name
, "unrecognised_register");
3051 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3054 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3055 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3056 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3057 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3061 /* Get the GLSL write mask for the destination register */
3062 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3064 DWORD mask
= param
->write_mask
;
3066 if (shader_is_scalar(¶m
->reg
))
3068 mask
= WINED3DSP_WRITEMASK_0
;
3073 shader_glsl_write_mask_to_str(mask
, write_mask
);
3079 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3081 unsigned int size
= 0;
3083 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3084 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3085 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3086 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3091 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3092 unsigned int component_idx
)
3094 /* swizzle bits fields: wwzzyyxx */
3095 return (swizzle
>> (2 * component_idx
)) & 0x3;
3098 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3100 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3101 * but addressed as "rgba". To fix this we need to swap the register's x
3102 * and z components. */
3103 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3107 for (i
= 0; i
< 4; ++i
)
3109 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3110 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3115 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3116 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3118 if (shader_is_scalar(¶m
->reg
))
3119 *swizzle_str
= '\0';
3121 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3124 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3125 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
, unsigned int size
)
3127 if (dst_data_type
== src_data_type
)
3129 string_buffer_sprintf(dst_param
, "%s", src_param
);
3133 if (src_data_type
== WINED3D_DATA_FLOAT
)
3135 switch (dst_data_type
)
3137 case WINED3D_DATA_INT
:
3138 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3140 case WINED3D_DATA_RESOURCE
:
3141 case WINED3D_DATA_SAMPLER
:
3142 case WINED3D_DATA_UINT
:
3143 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3150 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3152 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3156 if (src_data_type
== WINED3D_DATA_INT
)
3158 switch (dst_data_type
)
3160 case WINED3D_DATA_FLOAT
:
3161 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3163 case WINED3D_DATA_UINT
:
3165 string_buffer_sprintf(dst_param
, "uint(%s)", src_param
);
3167 string_buffer_sprintf(dst_param
, "uvec%u(%s)", size
, src_param
);
3174 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3175 string_buffer_sprintf(dst_param
, "%s", src_param
);
3178 /* From a given parameter token, generate the corresponding GLSL string.
3179 * Also, return the actual register name and swizzle in case the
3180 * caller needs this information as well. */
3181 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3182 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3183 enum wined3d_data_type data_type
)
3185 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3186 struct wined3d_string_buffer
*param_str
= string_buffer_get(priv
->string_buffers
);
3187 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3188 enum wined3d_data_type param_data_type
;
3189 BOOL is_color
= FALSE
;
3190 char swizzle_str
[6];
3193 glsl_src
->param_str
[0] = '\0';
3194 swizzle_str
[0] = '\0';
3196 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, reg_name
, &is_color
, ctx
);
3197 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3199 switch (wined3d_src
->reg
.type
)
3201 case WINED3DSPR_IMMCONST
:
3202 param_data_type
= data_type
;
3203 size
= wined3d_src
->reg
.immconst_type
== WINED3D_IMMCONST_SCALAR
? 1 : 4;
3205 case WINED3DSPR_FORKINSTID
:
3206 case WINED3DSPR_GSINSTID
:
3207 case WINED3DSPR_JOININSTID
:
3208 case WINED3DSPR_LOCALTHREADINDEX
:
3209 case WINED3DSPR_OUTPOINTID
:
3210 case WINED3DSPR_PRIMID
:
3211 param_data_type
= WINED3D_DATA_INT
;
3214 case WINED3DSPR_LOCALTHREADID
:
3215 case WINED3DSPR_THREADGROUPID
:
3216 case WINED3DSPR_THREADID
:
3217 param_data_type
= WINED3D_DATA_INT
;
3221 param_data_type
= WINED3D_DATA_FLOAT
;
3226 shader_glsl_sprintf_cast(param_str
, reg_name
->buffer
, data_type
, param_data_type
, size
);
3227 shader_glsl_gen_modifier(wined3d_src
->modifiers
, param_str
->buffer
, swizzle_str
, glsl_src
->param_str
);
3229 string_buffer_release(priv
->string_buffers
, reg_name
);
3230 string_buffer_release(priv
->string_buffers
, param_str
);
3233 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3234 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3236 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3239 /* From a given parameter token, generate the corresponding GLSL string.
3240 * Also, return the actual register name and swizzle in case the
3241 * caller needs this information as well. */
3242 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3243 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3245 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3246 struct wined3d_string_buffer
*reg_name
;
3249 glsl_dst
->mask_str
[0] = '\0';
3251 reg_name
= string_buffer_get(priv
->string_buffers
);
3252 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3253 len
= min(reg_name
->content_size
, ARRAY_SIZE(glsl_dst
->reg_name
) - 1);
3254 memcpy(glsl_dst
->reg_name
, reg_name
->buffer
, len
);
3255 glsl_dst
->reg_name
[len
] = '\0';
3256 string_buffer_release(priv
->string_buffers
, reg_name
);
3258 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3261 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3262 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3263 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3264 enum wined3d_data_type data_type
)
3266 struct glsl_dst_param glsl_dst
;
3269 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3273 case WINED3D_DATA_FLOAT
:
3274 shader_addline(buffer
, "%s%s = %s(",
3275 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3277 case WINED3D_DATA_INT
:
3278 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3279 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3281 case WINED3D_DATA_RESOURCE
:
3282 case WINED3D_DATA_SAMPLER
:
3283 case WINED3D_DATA_UINT
:
3284 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3285 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3288 FIXME("Unhandled data type %#x.\n", data_type
);
3289 shader_addline(buffer
, "%s%s = %s(",
3290 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3298 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3299 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3301 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3304 /** Process GLSL instruction modifiers */
3305 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3307 struct glsl_dst_param dst_param
;
3310 if (!ins
->dst_count
) return;
3312 modifiers
= ins
->dst
[0].modifiers
;
3313 if (!modifiers
) return;
3315 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3317 if (modifiers
& WINED3DSPDM_SATURATE
)
3319 /* _SAT means to clamp the value of the register to between 0 and 1 */
3320 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3321 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3324 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3326 FIXME("_centroid modifier not handled\n");
3329 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3331 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3335 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3339 case WINED3D_SHADER_REL_OP_GT
: return ">";
3340 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3341 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3342 case WINED3D_SHADER_REL_OP_LT
: return "<";
3343 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3344 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3346 FIXME("Unrecognized operator %#x.\n", op
);
3351 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3353 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3356 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3357 unsigned int *coord_size
, unsigned int *deriv_size
)
3359 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3360 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3362 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3363 *deriv_size
= *coord_size
;
3368 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3369 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3371 enum wined3d_shader_resource_type resource_type
;
3372 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3373 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3374 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3375 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3376 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3377 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3378 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3379 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3380 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3381 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3382 const char *base
= "texture", *type_part
= "", *suffix
= "";
3383 unsigned int coord_size
, deriv_size
;
3385 resource_type
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3386 ? pixelshader_get_resource_type(ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
3387 : ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3389 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3391 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3393 ERR("Unexpected resource type %#x.\n", resource_type
);
3394 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3397 /* Note that there's no such thing as a projected cube texture. */
3398 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3401 if (needs_legacy_glsl_syntax(gl_info
))
3406 type_part
= resource_type_info
[resource_type
].type_part
;
3407 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3408 type_part
= "2DRect";
3409 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3410 FIXME("Unhandled resource type %#x.\n", resource_type
);
3412 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3414 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3417 FIXME("Unsupported grad function.\n");
3421 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3423 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3424 if (flags
& ~texel_fetch_flags
)
3425 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3427 base
= "texelFetch";
3431 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3432 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3433 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3435 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3438 sample_function
->offset_size
= offset
? deriv_size
: 0;
3439 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3440 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3441 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3444 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3445 struct glsl_sample_function
*sample_function
)
3447 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3449 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3452 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3453 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3455 switch(channel_source
)
3457 case CHANNEL_SOURCE_ZERO
:
3458 strcat(arguments
, "0.0");
3461 case CHANNEL_SOURCE_ONE
:
3462 strcat(arguments
, "1.0");
3465 case CHANNEL_SOURCE_X
:
3466 strcat(arguments
, reg_name
);
3467 strcat(arguments
, ".x");
3470 case CHANNEL_SOURCE_Y
:
3471 strcat(arguments
, reg_name
);
3472 strcat(arguments
, ".y");
3475 case CHANNEL_SOURCE_Z
:
3476 strcat(arguments
, reg_name
);
3477 strcat(arguments
, ".z");
3480 case CHANNEL_SOURCE_W
:
3481 strcat(arguments
, reg_name
);
3482 strcat(arguments
, ".w");
3486 FIXME("Unhandled channel source %#x\n", channel_source
);
3487 strcat(arguments
, "undefined");
3491 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3494 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3495 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3497 unsigned int mask_size
, remaining
;
3498 DWORD fixup_mask
= 0;
3499 char arguments
[256];
3502 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3503 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3504 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3505 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3506 if (!(mask
&= fixup_mask
))
3509 if (is_complex_fixup(fixup
))
3511 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3512 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3516 shader_glsl_write_mask_to_str(mask
, mask_str
);
3517 mask_size
= shader_glsl_get_write_mask_size(mask
);
3519 arguments
[0] = '\0';
3520 remaining
= mask_size
;
3521 if (mask
& WINED3DSP_WRITEMASK_0
)
3523 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3524 if (--remaining
) strcat(arguments
, ", ");
3526 if (mask
& WINED3DSP_WRITEMASK_1
)
3528 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3529 if (--remaining
) strcat(arguments
, ", ");
3531 if (mask
& WINED3DSP_WRITEMASK_2
)
3533 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3534 if (--remaining
) strcat(arguments
, ", ");
3536 if (mask
& WINED3DSP_WRITEMASK_3
)
3538 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3539 if (--remaining
) strcat(arguments
, ", ");
3543 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3545 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3548 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3550 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3551 struct wined3d_string_buffer
*reg_name
;
3553 reg_name
= string_buffer_get(priv
->string_buffers
);
3554 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3555 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
->buffer
, ins
->dst
[0].write_mask
, fixup
);
3556 string_buffer_release(priv
->string_buffers
, reg_name
);
3559 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3560 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3561 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3562 const char *coord_reg_fmt
, ...)
3564 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3565 char dst_swizzle
[6];
3566 struct color_fixup_desc fixup
;
3567 BOOL np2_fixup
= FALSE
;
3571 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3573 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3574 * We actually rely on it for vertex shaders and SM4+. */
3575 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3577 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3578 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3580 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3585 fixup
= COLOR_FIXUP_IDENTITY
;
3588 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3590 if (sample_function
->output_single_component
)
3591 shader_addline(ins
->ctx
->buffer
, "vec4(");
3593 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3594 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3598 va_start(args
, coord_reg_fmt
);
3599 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3603 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3609 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3610 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3612 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3615 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3616 idx
>> 1, (idx
% 2) ? "z" : "x");
3619 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3620 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3623 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3624 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3627 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3628 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3633 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3635 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3636 if (sample_function
->offset_size
)
3638 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3639 shader_addline(ins
->ctx
->buffer
, ", ");
3640 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3642 shader_addline(ins
->ctx
->buffer
, ")");
3644 if (sample_function
->output_single_component
)
3645 shader_addline(ins
->ctx
->buffer
, ")");
3647 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3649 if (!is_identity_fixup(fixup
))
3650 shader_glsl_color_correction(ins
, fixup
);
3653 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3655 /* Write the final position.
3657 * OpenGL coordinates specify the center of the pixel while D3D coords
3658 * specify the corner. The offsets are stored in z and w in
3659 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3660 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3662 if (use_viewport_index
)
3664 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3665 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3669 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3670 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3673 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3676 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3677 * shaders are run before the homogeneous divide, so we have to take the w
3678 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3680 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3683 /*****************************************************************************
3684 * Begin processing individual instruction opcodes
3685 ****************************************************************************/
3687 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3689 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3690 struct glsl_src_param src0_param
;
3691 struct glsl_src_param src1_param
;
3695 /* Determine the GLSL operator to use based on the opcode */
3696 switch (ins
->handler_idx
)
3698 case WINED3DSIH_ADD
: op
= "+"; break;
3699 case WINED3DSIH_AND
: op
= "&"; break;
3700 case WINED3DSIH_DIV
: op
= "/"; break;
3701 case WINED3DSIH_IADD
: op
= "+"; break;
3702 case WINED3DSIH_ISHL
: op
= "<<"; break;
3703 case WINED3DSIH_ISHR
: op
= ">>"; break;
3704 case WINED3DSIH_MUL
: op
= "*"; break;
3705 case WINED3DSIH_OR
: op
= "|"; break;
3706 case WINED3DSIH_SUB
: op
= "-"; break;
3707 case WINED3DSIH_USHR
: op
= ">>"; break;
3708 case WINED3DSIH_XOR
: op
= "^"; break;
3710 op
= "<unhandled operator>";
3711 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3715 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3716 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3717 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3718 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3721 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3723 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3724 struct glsl_src_param src0_param
;
3725 struct glsl_src_param src1_param
;
3726 unsigned int mask_size
;
3730 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3731 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3732 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3733 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3737 switch (ins
->handler_idx
)
3739 case WINED3DSIH_EQ
: op
= "equal"; break;
3740 case WINED3DSIH_IEQ
: op
= "equal"; break;
3741 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3742 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3743 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3744 case WINED3DSIH_LT
: op
= "lessThan"; break;
3745 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3746 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3747 case WINED3DSIH_NE
: op
= "notEqual"; break;
3748 case WINED3DSIH_INE
: op
= "notEqual"; break;
3750 op
= "<unhandled operator>";
3751 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3755 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3756 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3760 switch (ins
->handler_idx
)
3762 case WINED3DSIH_EQ
: op
= "=="; break;
3763 case WINED3DSIH_IEQ
: op
= "=="; break;
3764 case WINED3DSIH_GE
: op
= ">="; break;
3765 case WINED3DSIH_IGE
: op
= ">="; break;
3766 case WINED3DSIH_UGE
: op
= ">="; break;
3767 case WINED3DSIH_LT
: op
= "<"; break;
3768 case WINED3DSIH_ILT
: op
= "<"; break;
3769 case WINED3DSIH_ULT
: op
= "<"; break;
3770 case WINED3DSIH_NE
: op
= "!="; break;
3771 case WINED3DSIH_INE
: op
= "!="; break;
3773 op
= "<unhandled operator>";
3774 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3778 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3779 src0_param
.param_str
, op
, src1_param
.param_str
);
3783 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3785 struct glsl_src_param src_param
;
3789 switch (ins
->handler_idx
)
3791 case WINED3DSIH_INEG
: op
= "-"; break;
3792 case WINED3DSIH_NOT
: op
= "~"; break;
3794 op
= "<unhandled operator>";
3795 ERR("Unhandled opcode %s.\n",
3796 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3800 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3801 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3802 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3805 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3807 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3808 struct glsl_src_param src0_param
;
3809 struct glsl_src_param src1_param
;
3812 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3813 * If not, we can emulate it. */
3814 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3815 FIXME("64-bit integer multiplies not implemented.\n");
3817 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3819 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3820 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3821 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3823 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3824 src0_param
.param_str
, src1_param
.param_str
);
3828 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3830 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3831 struct glsl_src_param src0_param
, src1_param
;
3834 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3836 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3840 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3841 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3842 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3843 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3844 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3846 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3847 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3848 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3849 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3851 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3852 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3856 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3857 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3858 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3859 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3862 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3864 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3865 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3866 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3867 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3871 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3872 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3874 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3875 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3876 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3877 struct glsl_src_param src0_param
;
3880 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3881 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3883 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3884 * shader versions WINED3DSIO_MOVA is used for this. */
3885 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3886 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3887 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3889 /* This is a simple floor() */
3890 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3891 if (mask_size
> 1) {
3892 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3894 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3897 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3899 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3901 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3904 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3906 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3911 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3912 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3914 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3915 src0_param
.param_str
, src0_param
.param_str
);
3920 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3924 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3925 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3927 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3928 struct glsl_src_param src0_param
;
3929 struct glsl_src_param src1_param
;
3930 DWORD dst_write_mask
, src_write_mask
;
3931 unsigned int dst_size
;
3933 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3934 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3936 /* dp4 works on vec4, dp3 on vec3, etc. */
3937 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3938 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3939 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3940 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3942 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3944 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3945 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3948 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3950 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3954 /* Note that this instruction has some restrictions. The destination write mask
3955 * can't contain the w component, and the source swizzles have to be .xyzw */
3956 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3958 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3959 struct glsl_src_param src0_param
;
3960 struct glsl_src_param src1_param
;
3963 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3964 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3965 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3966 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3967 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3970 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3972 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3975 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3977 FIXME("Unhandled primitive stream %u.\n", stream
);
3980 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3981 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3982 * GLSL uses the value as-is. */
3983 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3985 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3986 struct glsl_src_param src0_param
;
3987 struct glsl_src_param src1_param
;
3988 DWORD dst_write_mask
;
3989 unsigned int dst_size
;
3991 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3992 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3994 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3995 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3999 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4000 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4004 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4005 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4009 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4010 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4012 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4013 struct glsl_src_param src_param
;
4014 const char *instruction
;
4018 /* Determine the GLSL function to use based on the opcode */
4019 /* TODO: Possibly make this a table for faster lookups */
4020 switch (ins
->handler_idx
)
4022 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4023 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4024 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4025 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4026 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4027 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4028 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4029 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4030 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4031 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4032 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4033 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4034 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4035 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4036 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4037 case WINED3DSIH_MAX
: instruction
= "max"; break;
4038 case WINED3DSIH_MIN
: instruction
= "min"; break;
4039 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4040 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4041 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4042 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4043 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4044 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4045 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4046 default: instruction
= "";
4047 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4051 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4053 /* In D3D bits are numbered from the most significant bit. */
4054 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4055 shader_addline(buffer
, "31 - ");
4056 shader_addline(buffer
, "%s(", instruction
);
4060 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4061 shader_addline(buffer
, "%s", src_param
.param_str
);
4062 for (i
= 1; i
< ins
->src_count
; ++i
)
4064 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4065 shader_addline(buffer
, ", %s", src_param
.param_str
);
4069 shader_addline(buffer
, "));\n");
4072 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4074 struct wined3d_shader_dst_param dst
;
4075 struct glsl_src_param src
;
4080 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4081 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4084 for (i
= 0; i
< 4; ++i
)
4086 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4087 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4088 &dst
, dst
.reg
.data_type
)))
4091 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4092 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4096 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4098 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4099 struct wined3d_shader_dst_param dst
;
4100 struct glsl_src_param src
[4];
4101 const char *instruction
;
4102 BOOL tmp_dst
= FALSE
;
4107 switch (ins
->handler_idx
)
4109 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4110 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4111 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4113 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4117 for (i
= 0; i
< ins
->src_count
; ++i
)
4119 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4120 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4125 for (i
= 0; i
< 4; ++i
)
4127 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4128 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4129 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4130 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4131 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4134 for (j
= 0; j
< ins
->src_count
; ++j
)
4135 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4136 shader_addline(buffer
, "%s(", instruction
);
4137 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4138 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4139 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4144 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4145 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4146 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4150 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4152 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4154 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4155 struct glsl_src_param src_param
;
4156 unsigned int mask_size
;
4160 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4161 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4162 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4165 shader_addline(buffer
, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
4166 src_param
.param_str
, src_param
.param_str
);
4168 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4169 src_param
.param_str
, src_param
.param_str
);
4170 shader_glsl_append_dst(buffer
, ins
);
4172 shader_addline(buffer
, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
4173 src_param
.param_str
, src_param
.param_str
);
4176 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4178 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4179 ins
->ctx
->reg_maps
->shader_version
.minor
);
4180 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4181 struct glsl_src_param src0_param
;
4182 const char *prefix
, *suffix
;
4183 unsigned int dst_size
;
4184 DWORD dst_write_mask
;
4186 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4187 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4189 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4190 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4192 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4194 switch (ins
->handler_idx
)
4196 case WINED3DSIH_EXP
:
4197 case WINED3DSIH_EXPP
:
4202 case WINED3DSIH_LOG
:
4203 case WINED3DSIH_LOGP
:
4204 prefix
= "log2(abs(";
4208 case WINED3DSIH_RCP
:
4213 case WINED3DSIH_RSQ
:
4214 prefix
= "inversesqrt(abs(";
4221 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4225 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4226 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4228 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4231 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4232 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4233 * dst.x = 2^(floor(src))
4234 * dst.y = src - floor(src)
4235 * dst.z = 2^src (partial precision is allowed, but optional)
4237 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4238 * dst = 2^src; (partial precision is allowed, but optional)
4240 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4242 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4244 struct glsl_src_param src_param
;
4247 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4249 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4250 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4251 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4252 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4254 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4255 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4256 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4260 shader_glsl_scalar_op(ins
);
4263 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4264 const char *vector_constructor
, const char *scalar_constructor
)
4266 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4267 struct glsl_src_param src_param
;
4268 unsigned int mask_size
;
4271 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4272 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4273 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4276 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4278 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4281 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4283 shader_glsl_cast(ins
, "ivec", "int");
4286 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4288 shader_glsl_cast(ins
, "uvec", "uint");
4291 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4293 shader_glsl_cast(ins
, "vec", "float");
4296 /** Process signed comparison opcodes in GLSL. */
4297 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4299 struct glsl_src_param src0_param
;
4300 struct glsl_src_param src1_param
;
4302 unsigned int mask_size
;
4304 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4305 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4306 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4307 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4309 if (mask_size
> 1) {
4310 const char *compare
;
4312 switch(ins
->handler_idx
)
4314 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4315 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4316 default: compare
= "";
4317 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4320 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4321 src0_param
.param_str
, src1_param
.param_str
);
4323 switch(ins
->handler_idx
)
4325 case WINED3DSIH_SLT
:
4326 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4327 * to return 0.0 but step returns 1.0 because step is not < x
4328 * An alternative is a bvec compare padded with an unused second component.
4329 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4330 * issue. Playing with not() is not possible either because not() does not accept
4333 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4334 src0_param
.param_str
, src1_param
.param_str
);
4336 case WINED3DSIH_SGE
:
4337 /* Here we can use the step() function and safe a conditional */
4338 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4341 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4347 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4349 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4350 struct wined3d_shader_dst_param dst
[2];
4351 struct glsl_src_param src
[3];
4352 unsigned int i
, j
, k
;
4357 for (i
= 0; i
< ins
->dst_count
; ++i
)
4360 for (j
= 0; j
< ins
->src_count
; ++j
)
4362 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4363 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4368 dst
[0] = ins
->dst
[0];
4369 dst
[1] = ins
->dst
[1];
4370 for (i
= 0; i
< 4; ++i
)
4372 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4374 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4375 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4376 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4377 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4380 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4381 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4383 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4384 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4388 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4392 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4393 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4394 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4399 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4401 const char *condition_prefix
, *condition_suffix
;
4402 struct wined3d_shader_dst_param dst
;
4403 struct glsl_src_param src0_param
;
4404 struct glsl_src_param src1_param
;
4405 struct glsl_src_param src2_param
;
4406 BOOL temp_destination
= FALSE
;
4407 DWORD cmp_channel
= 0;
4412 switch (ins
->handler_idx
)
4414 case WINED3DSIH_CMP
:
4415 condition_prefix
= "";
4416 condition_suffix
= " >= 0.0";
4419 case WINED3DSIH_CND
:
4420 condition_prefix
= "";
4421 condition_suffix
= " > 0.5";
4424 case WINED3DSIH_MOVC
:
4425 condition_prefix
= "bool(";
4426 condition_suffix
= ")";
4430 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4431 condition_prefix
= "<unhandled prefix>";
4432 condition_suffix
= "<unhandled suffix>";
4436 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4438 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4439 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4440 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4441 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4443 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4444 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4445 src1_param
.param_str
, src2_param
.param_str
);
4451 /* Splitting the instruction up in multiple lines imposes a problem:
4452 * The first lines may overwrite source parameters of the following lines.
4453 * Deal with that by using a temporary destination register if needed. */
4454 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4455 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4456 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4457 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4458 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4459 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4460 temp_destination
= TRUE
;
4462 /* Cycle through all source0 channels. */
4463 for (i
= 0; i
< 4; ++i
)
4466 /* Find the destination channels which use the current source0 channel. */
4467 for (j
= 0; j
< 4; ++j
)
4469 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4471 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4472 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4475 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4477 if (temp_destination
)
4479 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4481 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4483 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4486 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4487 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4488 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4490 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4491 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4492 src1_param
.param_str
, src2_param
.param_str
);
4495 if (temp_destination
)
4497 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4498 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4499 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4503 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4504 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4505 * the compare is done per component of src0. */
4506 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4508 struct glsl_src_param src0_param
;
4509 struct glsl_src_param src1_param
;
4510 struct glsl_src_param src2_param
;
4512 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4513 ins
->ctx
->reg_maps
->shader_version
.minor
);
4515 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4517 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4518 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4519 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4520 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4522 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4523 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4525 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4526 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4530 shader_glsl_conditional_move(ins
);
4533 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4534 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4536 struct glsl_src_param src0_param
;
4537 struct glsl_src_param src1_param
;
4538 struct glsl_src_param src2_param
;
4541 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4542 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4543 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4544 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4545 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4546 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4549 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4550 Vertex shaders to GLSL codes */
4551 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4554 int nComponents
= 0;
4555 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4556 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4557 struct wined3d_shader_instruction tmp_ins
;
4559 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4561 /* Set constants for the temporary argument */
4562 tmp_ins
.ctx
= ins
->ctx
;
4563 tmp_ins
.dst_count
= 1;
4564 tmp_ins
.dst
= &tmp_dst
;
4565 tmp_ins
.src_count
= 2;
4566 tmp_ins
.src
= tmp_src
;
4568 switch(ins
->handler_idx
)
4570 case WINED3DSIH_M4x4
:
4572 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4574 case WINED3DSIH_M4x3
:
4576 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4578 case WINED3DSIH_M3x4
:
4580 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4582 case WINED3DSIH_M3x3
:
4584 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4586 case WINED3DSIH_M3x2
:
4588 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4594 tmp_dst
= ins
->dst
[0];
4595 tmp_src
[0] = ins
->src
[0];
4596 tmp_src
[1] = ins
->src
[1];
4597 for (i
= 0; i
< nComponents
; ++i
)
4599 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4600 shader_glsl_dot(&tmp_ins
);
4601 ++tmp_src
[1].reg
.idx
[0].offset
;
4606 The LRP instruction performs a component-wise linear interpolation
4607 between the second and third operands using the first operand as the
4608 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4609 This is equivalent to mix(src2, src1, src0);
4611 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4613 struct glsl_src_param src0_param
;
4614 struct glsl_src_param src1_param
;
4615 struct glsl_src_param src2_param
;
4618 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4620 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4621 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4622 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4624 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4625 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4628 /** Process the WINED3DSIO_LIT instruction in GLSL:
4629 * dst.x = dst.w = 1.0
4630 * dst.y = (src0.x > 0) ? src0.x
4631 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4632 * where src.w is clamped at +- 128
4634 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4636 struct glsl_src_param src0_param
;
4637 struct glsl_src_param src1_param
;
4638 struct glsl_src_param src3_param
;
4641 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4642 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4644 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4645 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4646 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4648 /* The sdk specifies the instruction like this
4650 * if(src.x > 0.0) dst.y = src.x
4652 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4655 * (where power = src.w clamped between -128 and 128)
4657 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4658 * dst.x = 1.0 ... No further explanation needed
4659 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4660 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4661 * dst.w = 1.0. ... Nothing fancy.
4663 * So we still have one conditional in there. So do this:
4664 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4666 * 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),
4667 * 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.
4668 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4670 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4671 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4672 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4674 shader_addline(ins
->ctx
->buffer
,
4675 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4676 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4677 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4678 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4681 /** Process the WINED3DSIO_DST instruction in GLSL:
4683 * dst.y = src0.x * src0.y
4687 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4689 struct glsl_src_param src0y_param
;
4690 struct glsl_src_param src0z_param
;
4691 struct glsl_src_param src1y_param
;
4692 struct glsl_src_param src1w_param
;
4695 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4696 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4698 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4699 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4700 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4701 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4703 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4704 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4707 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4708 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4709 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4711 * dst.x = cos(src0.?)
4712 * dst.y = sin(src0.?)
4716 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4718 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4719 struct glsl_src_param src0_param
;
4722 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4724 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4726 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4729 case WINED3DSP_WRITEMASK_0
:
4730 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4733 case WINED3DSP_WRITEMASK_1
:
4734 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4737 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4738 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4739 src0_param
.param_str
, src0_param
.param_str
);
4743 ERR("Write mask should be .x, .y or .xy\n");
4750 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4753 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4757 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4758 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4759 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4761 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4762 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4763 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4765 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4766 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4770 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4771 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4772 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4775 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4777 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4778 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4779 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4783 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4784 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4785 * generate invalid code
4787 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4789 struct glsl_src_param src0_param
;
4792 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4793 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4795 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4798 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4799 * Start a for() loop where src1.y is the initial value of aL,
4800 * increment aL by src1.z for a total of src1.x iterations.
4801 * Need to use a temporary variable for this operation.
4803 /* FIXME: I don't think nested loops will work correctly this way. */
4804 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4806 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4807 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4808 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4809 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4810 const struct wined3d_shader_lconst
*constant
;
4811 struct wined3d_string_buffer
*reg_name
;
4812 const DWORD
*control_values
= NULL
;
4814 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4816 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4817 * class hardware doesn't support real varying indexing, but Microsoft
4818 * designed this feature for Shader model 2.x+. If the loop control is
4819 * known at compile time, the GLSL compiler can unroll the loop, and
4820 * replace indirect addressing with direct addressing. */
4821 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4823 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4825 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4827 control_values
= constant
->value
;
4835 struct wined3d_shader_loop_control loop_control
;
4836 loop_control
.count
= control_values
[0];
4837 loop_control
.start
= control_values
[1];
4838 loop_control
.step
= (int)control_values
[2];
4840 if (loop_control
.step
> 0)
4842 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4843 state
->current_loop_depth
, loop_control
.start
,
4844 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4845 state
->current_loop_depth
, loop_control
.step
);
4847 else if (loop_control
.step
< 0)
4849 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4850 state
->current_loop_depth
, loop_control
.start
,
4851 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4852 state
->current_loop_depth
, loop_control
.step
);
4856 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4857 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4858 state
->current_loop_depth
, loop_control
.count
,
4859 state
->current_loop_depth
);
4864 reg_name
= string_buffer_get(priv
->string_buffers
);
4865 shader_glsl_get_register_name(&ins
->src
[1].reg
, ins
->src
[1].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
4867 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4868 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
,
4869 state
->current_loop_depth
, reg_name
->buffer
,
4870 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
);
4872 string_buffer_release(priv
->string_buffers
, reg_name
);
4876 ++state
->current_loop_reg
;
4880 shader_addline(buffer
, "for (;;)\n{\n");
4883 ++state
->current_loop_depth
;
4886 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4888 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4890 shader_addline(ins
->ctx
->buffer
, "}\n");
4892 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4894 --state
->current_loop_depth
;
4895 --state
->current_loop_reg
;
4898 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4900 --state
->current_loop_depth
;
4904 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4906 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4907 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4908 const struct wined3d_shader_lconst
*constant
;
4909 struct glsl_src_param src0_param
;
4910 const DWORD
*control_values
= NULL
;
4912 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4913 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4915 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4917 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4919 control_values
= constant
->value
;
4927 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4928 state
->current_loop_depth
, state
->current_loop_depth
,
4929 control_values
[0], state
->current_loop_depth
);
4933 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4934 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4935 state
->current_loop_depth
, state
->current_loop_depth
,
4936 src0_param
.param_str
, state
->current_loop_depth
);
4939 ++state
->current_loop_depth
;
4942 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4944 struct glsl_src_param src0_param
;
4946 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4947 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4950 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4952 struct glsl_src_param src0_param
;
4954 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4955 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4958 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4960 shader_addline(ins
->ctx
->buffer
, "default:\n");
4963 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
4965 struct glsl_src_param src_param
;
4966 const char *condition
;
4968 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
4969 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4970 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
4973 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4975 shader_glsl_generate_condition(ins
);
4976 shader_addline(ins
->ctx
->buffer
, "{\n");
4979 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4981 struct glsl_src_param src0_param
;
4982 struct glsl_src_param src1_param
;
4984 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4985 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4987 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4988 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4991 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4993 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4996 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4998 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4999 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5000 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5002 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5003 if (!priv
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5004 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5007 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5009 FIXME("Unhandled primitive stream %u.\n", stream
);
5012 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5014 shader_addline(ins
->ctx
->buffer
, "break;\n");
5017 /* FIXME: According to MSDN the compare is done per component. */
5018 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5020 struct glsl_src_param src0_param
;
5021 struct glsl_src_param src1_param
;
5023 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5024 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5026 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5027 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5030 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5034 switch (ins
->handler_idx
)
5036 case WINED3DSIH_BREAKP
:
5039 case WINED3DSIH_CONTINUEP
:
5042 case WINED3DSIH_RETP
:
5046 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5050 shader_glsl_generate_condition(ins
);
5051 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5053 shader_addline(ins
->ctx
->buffer
, "{\n");
5054 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5056 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5057 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5058 shader_addline(ins
->ctx
->buffer
, "}\n");
5061 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5063 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5066 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5068 shader_addline(ins
->ctx
->buffer
, "}\n");
5069 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5071 /* Subroutines appear at the end of the shader. */
5072 ins
->ctx
->state
->in_subroutine
= TRUE
;
5075 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5077 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5080 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5082 struct glsl_src_param src1_param
;
5084 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5085 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5086 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5089 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5091 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5093 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5095 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5096 shader_addline(ins
->ctx
->buffer
, "return;\n");
5100 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5102 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5103 ins
->ctx
->reg_maps
->shader_version
.minor
);
5104 struct glsl_sample_function sample_function
;
5105 DWORD sample_flags
= 0;
5107 DWORD mask
= 0, swizzle
;
5108 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5109 enum wined3d_shader_resource_type resource_type
;
5111 /* 1.0-1.4: Use destination register as sampler source.
5112 * 2.0+: Use provided sampler source. */
5113 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5114 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5116 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5118 resource_type
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
5119 ? pixelshader_get_resource_type(ins
->ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
5120 : ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5122 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5124 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5125 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5127 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5128 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5130 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5131 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5133 case WINED3D_TTFF_COUNT1
:
5134 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5136 case WINED3D_TTFF_COUNT2
:
5137 mask
= WINED3DSP_WRITEMASK_1
;
5139 case WINED3D_TTFF_COUNT3
:
5140 mask
= WINED3DSP_WRITEMASK_2
;
5142 case WINED3D_TTFF_COUNT4
:
5143 case WINED3D_TTFF_DISABLE
:
5144 mask
= WINED3DSP_WRITEMASK_3
;
5149 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5151 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5153 if (src_mod
== WINED3DSPSM_DZ
) {
5154 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5155 mask
= WINED3DSP_WRITEMASK_2
;
5156 } else if (src_mod
== WINED3DSPSM_DW
) {
5157 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5158 mask
= WINED3DSP_WRITEMASK_3
;
5163 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5164 && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5166 /* ps 2.0 texldp instruction always divides by the fourth component. */
5167 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5168 mask
= WINED3DSP_WRITEMASK_3
;
5172 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5173 mask
|= sample_function
.coord_mask
;
5174 sample_function
.coord_mask
= mask
;
5176 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5177 else swizzle
= ins
->src
[1].swizzle
;
5179 /* 1.0-1.3: Use destination register as coordinate source.
5180 1.4+: Use provided coordinate source register. */
5181 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5184 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5185 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5186 "T%u%s", resource_idx
, coord_mask
);
5190 struct glsl_src_param coord_param
;
5191 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5192 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5194 struct glsl_src_param bias
;
5195 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5196 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5197 NULL
, "%s", coord_param
.param_str
);
5199 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5200 "%s", coord_param
.param_str
);
5203 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5206 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5208 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5209 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5210 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5211 struct glsl_sample_function sample_function
;
5213 DWORD swizzle
= ins
->src
[1].swizzle
;
5215 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5217 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5218 shader_glsl_tex(ins
);
5222 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5224 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5225 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5226 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5227 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5229 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5230 NULL
, NULL
, "%s", coord_param
.param_str
);
5231 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5234 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5236 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5237 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5238 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5239 struct glsl_src_param coord_param
, lod_param
;
5240 struct glsl_sample_function sample_function
;
5241 DWORD swizzle
= ins
->src
[1].swizzle
;
5244 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5246 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5247 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5249 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5251 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5252 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5254 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5255 * However, the NVIDIA drivers allow them in fragment shaders as well,
5256 * even without the appropriate extension. */
5257 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5259 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5260 "%s", coord_param
.param_str
);
5261 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5264 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5265 unsigned int resource_idx
, unsigned int sampler_idx
)
5267 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5270 for (i
= 0; i
< sampler_map
->count
; ++i
)
5272 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5273 return entries
[i
].bind_idx
;
5276 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5281 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5283 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5284 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5285 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5286 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5287 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5288 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5289 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5290 enum wined3d_shader_resource_type resource_type
;
5291 struct wined3d_string_buffer
*address
;
5292 enum wined3d_data_type data_type
;
5293 unsigned int resource_idx
, stride
;
5294 const char *op
, *resource
;
5298 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5299 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5302 if (resource_idx
>= reg_maps
->tgsm_count
)
5304 ERR("Invalid TGSM index %u.\n", resource_idx
);
5308 data_type
= WINED3D_DATA_UINT
;
5310 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5314 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5316 ERR("Invalid UAV index %u.\n", resource_idx
);
5319 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5320 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5322 ERR("Unexpected resource type %#x.\n", resource_type
);
5326 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5327 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5328 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5331 switch (ins
->handler_idx
)
5333 case WINED3DSIH_ATOMIC_AND
:
5334 case WINED3DSIH_IMM_ATOMIC_AND
:
5338 op
= "imageAtomicAnd";
5340 case WINED3DSIH_ATOMIC_CMP_STORE
:
5341 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5343 op
= "atomicCompSwap";
5345 op
= "imageAtomicCompSwap";
5347 case WINED3DSIH_ATOMIC_IADD
:
5348 case WINED3DSIH_IMM_ATOMIC_IADD
:
5352 op
= "imageAtomicAdd";
5354 case WINED3DSIH_ATOMIC_IMAX
:
5355 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5359 op
= "imageAtomicMax";
5360 if (data_type
!= WINED3D_DATA_INT
)
5362 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5366 case WINED3DSIH_ATOMIC_IMIN
:
5367 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5371 op
= "imageAtomicMin";
5372 if (data_type
!= WINED3D_DATA_INT
)
5374 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5378 case WINED3DSIH_ATOMIC_OR
:
5379 case WINED3DSIH_IMM_ATOMIC_OR
:
5383 op
= "imageAtomicOr";
5385 case WINED3DSIH_ATOMIC_UMAX
:
5386 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5390 op
= "imageAtomicMax";
5391 if (data_type
!= WINED3D_DATA_UINT
)
5393 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5397 case WINED3DSIH_ATOMIC_UMIN
:
5398 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5402 op
= "imageAtomicMin";
5403 if (data_type
!= WINED3D_DATA_UINT
)
5405 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5409 case WINED3DSIH_ATOMIC_XOR
:
5410 case WINED3DSIH_IMM_ATOMIC_XOR
:
5414 op
= "imageAtomicXor";
5416 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5418 op
= "atomicExchange";
5420 op
= "imageAtomicExchange";
5423 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5427 address
= string_buffer_get(priv
->string_buffers
);
5430 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5431 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5432 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5436 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5437 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5438 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5439 shader_addline(address
, "/ 4");
5442 if (is_imm_instruction
)
5443 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5446 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5447 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5449 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5450 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5452 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5453 shader_addline(buffer
, "%s", data
.param_str
);
5454 if (ins
->src_count
>= 3)
5456 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5457 shader_addline(buffer
, ", %s", data2
.param_str
);
5460 if (is_imm_instruction
)
5461 shader_addline(buffer
, ")");
5462 shader_addline(buffer
, ");\n");
5464 string_buffer_release(priv
->string_buffers
, address
);
5467 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5469 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5472 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5473 op
= "atomicCounterIncrement";
5475 op
= "atomicCounterDecrement";
5477 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5478 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5481 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5483 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5484 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5485 enum wined3d_shader_resource_type resource_type
;
5486 struct glsl_src_param image_coord_param
;
5487 enum wined3d_data_type data_type
;
5488 DWORD coord_mask
, write_mask
;
5489 unsigned int uav_idx
;
5490 char dst_swizzle
[6];
5492 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5493 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5495 ERR("Invalid UAV index %u.\n", uav_idx
);
5498 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5499 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5501 ERR("Unexpected resource type %#x.\n", resource_type
);
5502 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5504 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5505 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5507 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5508 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5510 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5511 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5512 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5515 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5517 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5518 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5519 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5520 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5521 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5522 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5523 struct glsl_src_param structure_idx
, offset
;
5524 struct wined3d_string_buffer
*address
;
5525 struct wined3d_shader_dst_param dst
;
5526 const char *function
, *resource
;
5528 resource_idx
= src
->reg
.idx
[0].offset
;
5529 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5531 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5533 ERR("Invalid resource index %u.\n", resource_idx
);
5536 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5537 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5538 function
= "texelFetch";
5539 resource
= "sampler";
5541 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5543 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5545 ERR("Invalid UAV index %u.\n", resource_idx
);
5548 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5549 bind_idx
= resource_idx
;
5550 function
= "imageLoad";
5555 if (resource_idx
>= reg_maps
->tgsm_count
)
5557 ERR("Invalid TGSM index %u.\n", resource_idx
);
5560 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5561 bind_idx
= resource_idx
;
5566 address
= string_buffer_get(priv
->string_buffers
);
5567 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5569 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5570 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5572 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5573 shader_addline(address
, "%s / 4", offset
.param_str
);
5576 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5578 /* The instruction is split into multiple lines. The first lines may
5579 * overwrite source parameters of the following lines. */
5580 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5581 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5584 for (i
= 0; i
< 4; ++i
)
5586 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5587 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5590 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5592 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5593 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5595 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5596 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5599 string_buffer_release(priv
->string_buffers
, address
);
5602 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5604 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5605 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5606 struct glsl_src_param image_coord_param
, image_data_param
;
5607 enum wined3d_shader_resource_type resource_type
;
5608 enum wined3d_data_type data_type
;
5609 unsigned int uav_idx
;
5612 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5613 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5615 ERR("Invalid UAV index %u.\n", uav_idx
);
5618 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5619 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5621 ERR("Unexpected resource type %#x.\n", resource_type
);
5624 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5625 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5627 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5628 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5629 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5630 shader_glsl_get_prefix(version
->type
), uav_idx
,
5631 image_coord_param
.param_str
, image_data_param
.param_str
);
5634 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5636 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5637 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5638 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5639 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5640 struct glsl_src_param structure_idx
, offset
, data
;
5641 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5642 struct wined3d_string_buffer
*address
;
5646 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5647 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5650 if (resource_idx
>= reg_maps
->tgsm_count
)
5652 ERR("Invalid TGSM index %u.\n", resource_idx
);
5655 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5659 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5661 ERR("Invalid UAV index %u.\n", resource_idx
);
5664 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5667 address
= string_buffer_get(priv
->string_buffers
);
5668 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5670 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5671 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5673 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5674 shader_addline(address
, "%s / 4", offset
.param_str
);
5676 for (i
= 0; i
< 4; ++i
)
5678 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5681 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5684 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5685 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5687 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5688 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5691 string_buffer_release(priv
->string_buffers
, address
);
5694 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5696 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5697 unsigned int sync_flags
= ins
->flags
;
5699 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5701 shader_addline(buffer
, "barrier();\n");
5702 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5705 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5707 shader_addline(buffer
, "memoryBarrierShared();\n");
5708 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5712 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5715 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5716 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5718 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5719 unsigned int idx
= reg
->idx
[0].offset
;
5721 if (reg
->type
== WINED3DSPR_RESOURCE
)
5723 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5725 ERR("Invalid resource index %u.\n", idx
);
5728 return ®_maps
->resource_info
[idx
];
5731 if (reg
->type
== WINED3DSPR_UAV
)
5733 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5735 ERR("Invalid UAV index %u.\n", idx
);
5738 return ®_maps
->uav_resource_info
[idx
];
5741 FIXME("Unhandled register type %#x.\n", reg
->type
);
5745 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5747 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5748 const struct wined3d_shader_resource_info
*resource_info
;
5749 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5750 unsigned int resource_idx
;
5751 char dst_swizzle
[6];
5754 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5755 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5757 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5759 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5761 shader_addline(buffer
, "ivec2(");
5762 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5764 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5765 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5766 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5770 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5772 if (resource_info
->stride
)
5773 shader_addline(buffer
, " / %u", resource_info
->stride
);
5774 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5775 shader_addline(buffer
, " * 4");
5776 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5779 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5781 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5782 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5785 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5787 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5790 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5792 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5793 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5794 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5795 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5796 enum wined3d_shader_resource_type resource_type
;
5797 enum wined3d_shader_register_type reg_type
;
5798 unsigned int resource_idx
, bind_idx
, i
;
5799 enum wined3d_data_type dst_data_type
;
5800 struct glsl_src_param lod_param
;
5801 BOOL supports_mipmaps
;
5802 char dst_swizzle
[6];
5805 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5806 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5807 dst_data_type
= WINED3D_DATA_UINT
;
5808 else if (ins
->flags
)
5809 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5811 reg_type
= ins
->src
[1].reg
.type
;
5812 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5813 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5814 if (reg_type
== WINED3DSPR_RESOURCE
)
5816 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5817 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5818 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5822 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5823 bind_idx
= resource_idx
;
5826 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5828 ERR("Unexpected resource type %#x.\n", resource_type
);
5832 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5833 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5835 if (dst_data_type
== WINED3D_DATA_UINT
)
5836 shader_addline(buffer
, "uvec4(");
5838 shader_addline(buffer
, "vec4(");
5840 if (reg_type
== WINED3DSPR_RESOURCE
)
5842 shader_addline(buffer
, "textureSize(%s_sampler%u",
5843 shader_glsl_get_prefix(version
->type
), bind_idx
);
5847 shader_addline(buffer
, "imageSize(%s_image%u",
5848 shader_glsl_get_prefix(version
->type
), bind_idx
);
5851 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5852 if (supports_mipmaps
)
5853 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5854 shader_addline(buffer
, "), ");
5856 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5857 shader_addline(buffer
, "0, ");
5859 if (supports_mipmaps
)
5861 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5863 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5864 shader_glsl_get_prefix(version
->type
), bind_idx
);
5868 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5869 shader_addline(buffer
, "1");
5874 shader_addline(buffer
, "1");
5877 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
5880 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
5882 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5883 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5884 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5885 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5886 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
5887 const struct wined3d_shader_src_param
*src
= ins
->src
;
5888 enum wined3d_shader_resource_type resource_type
;
5889 enum wined3d_data_type dst_data_type
;
5890 unsigned int resource_idx
, bind_idx
;
5891 char dst_swizzle
[6];
5894 dst_data_type
= dst
->reg
.data_type
;
5895 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
5896 dst_data_type
= WINED3D_DATA_UINT
;
5897 else if (ins
->flags
)
5898 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5900 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, dst_data_type
);
5901 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
5903 if (dst_data_type
== WINED3D_DATA_UINT
)
5904 shader_addline(buffer
, "uvec4(");
5906 shader_addline(buffer
, "vec4(");
5908 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
5910 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
5912 shader_addline(buffer
, "gl_NumSamples");
5916 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
5917 shader_addline(buffer
, "1");
5922 resource_idx
= src
->reg
.idx
[0].offset
;
5923 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
5924 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5926 ERR("Unexpected resource type %#x.\n", resource_type
);
5929 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5931 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
5933 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
5934 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
5938 FIXME("textureSamples() is not supported.\n");
5939 shader_addline(buffer
, "1");
5943 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
5946 static void shader_glsl_interpolate(const struct wined3d_shader_instruction
*ins
)
5948 const struct wined3d_shader_src_param
*input
= &ins
->src
[0];
5949 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5950 struct glsl_src_param sample_param
;
5951 char dst_swizzle
[6];
5954 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5955 shader_glsl_get_swizzle(input
, FALSE
, write_mask
, dst_swizzle
);
5957 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &sample_param
);
5958 shader_addline(buffer
, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
5959 input
->reg
.idx
[0].offset
, sample_param
.param_str
, dst_swizzle
);
5962 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5964 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5965 struct glsl_src_param coord_param
, lod_param
, sample_param
;
5966 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5967 struct glsl_sample_function sample_function
;
5968 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5971 if (wined3d_shader_instruction_has_texel_offset(ins
))
5972 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5974 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5975 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5977 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5979 ERR("Invalid resource index %u.\n", resource_idx
);
5982 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
5984 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5985 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5986 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5987 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5988 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
5990 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
5991 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5992 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
5996 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5997 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5998 "%s", coord_param
.param_str
);
6000 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6003 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6005 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6006 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6007 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6008 struct glsl_sample_function sample_function
;
6011 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6012 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6013 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6014 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6015 if (wined3d_shader_instruction_has_texel_offset(ins
))
6016 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6018 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6019 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6021 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6022 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6024 switch (ins
->handler_idx
)
6026 case WINED3DSIH_SAMPLE
:
6028 case WINED3DSIH_SAMPLE_B
:
6029 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6030 lod_param_str
= lod_param
.param_str
;
6032 case WINED3DSIH_SAMPLE_GRAD
:
6033 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6034 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6035 dx_param_str
= dx_param
.param_str
;
6036 dy_param_str
= dy_param
.param_str
;
6038 case WINED3DSIH_SAMPLE_LOD
:
6039 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6040 lod_param_str
= lod_param
.param_str
;
6043 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6047 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6048 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6049 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6050 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6053 /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
6054 * to sample from level zero with depth comparison for array textures and cube
6055 * textures. We use textureGrad*() to implement sample_c_lz in that case. */
6056 static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction
*ins
,
6057 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6058 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6060 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6061 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6062 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6063 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6064 char dst_swizzle
[6];
6066 WARN("Emitting textureGrad() for sample_c_lz.\n");
6068 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6069 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6070 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6071 sample_function
->offset_size
? "Offset" : "",
6072 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6073 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6074 if (sample_function
->offset_size
)
6076 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6077 shader_addline(buffer
, ", ");
6078 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6080 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6083 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6085 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6086 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6087 const struct wined3d_shader_resource_info
*resource_info
;
6088 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6089 struct glsl_src_param coord_param
, compare_param
;
6090 struct glsl_sample_function sample_function
;
6091 const char *lod_param
= NULL
;
6092 unsigned int coord_size
;
6095 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6098 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6101 if (wined3d_shader_instruction_has_texel_offset(ins
))
6102 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6104 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6106 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6107 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6109 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6110 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6111 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6112 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6113 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6114 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6115 && !gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
]
6116 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6117 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6119 shader_glsl_gen_sample_c_lz_emulation(ins
, sampler_bind_idx
, &sample_function
,
6120 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6124 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6125 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6126 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6128 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6131 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6133 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6134 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6135 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6136 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6137 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6138 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6139 const struct wined3d_shader_resource_info
*resource_info
;
6140 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6141 unsigned int coord_size
, offset_size
;
6142 char dst_swizzle
[6];
6145 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6147 FIXME("OpenGL implementation does not support textureGather.\n");
6151 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6152 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6153 || wined3d_shader_instruction_has_texel_offset(ins
);
6155 resource_param_idx
=
6156 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6157 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6158 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6159 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6160 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6162 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6165 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6167 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6170 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6172 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6173 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6175 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6177 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6178 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6179 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6181 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6182 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6184 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6186 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6187 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6189 else if (has_offset
)
6191 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6192 shader_addline(buffer
, ", ");
6193 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6196 shader_addline(buffer
, ", %u", component_idx
);
6198 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6201 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6203 /* FIXME: Make this work for more than just 2D textures */
6204 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6205 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6207 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6211 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6212 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6213 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6217 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6218 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6219 char dst_swizzle
[6];
6221 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6223 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6225 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6226 struct glsl_src_param div_param
;
6227 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6229 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6232 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6234 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6238 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6243 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6244 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6245 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6246 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6248 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6249 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6250 struct glsl_sample_function sample_function
;
6251 struct glsl_src_param src0_param
;
6254 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6256 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6257 * scalar, and projected sampling would require 4.
6259 * It is a dependent read - not valid with conditional NP2 textures
6261 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6262 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6267 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6268 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6272 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6273 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6277 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6278 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6282 FIXME("Unexpected mask size %u\n", mask_size
);
6285 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6288 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6289 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6290 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6292 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6293 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6294 struct glsl_src_param src0_param
;
6296 unsigned int mask_size
;
6298 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6299 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6300 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6302 if (mask_size
> 1) {
6303 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6305 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6309 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6310 * Calculate the depth as dst.x / dst.y */
6311 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6313 struct glsl_dst_param dst_param
;
6315 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6317 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6318 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6319 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6320 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6323 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6324 dst_param
.reg_name
, dst_param
.reg_name
);
6327 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6328 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6329 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6330 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6332 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6334 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6335 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6336 struct glsl_src_param src0_param
;
6338 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6340 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6341 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6344 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6345 * Calculate the 1st of a 2-row matrix multiplication. */
6346 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6348 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6349 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6350 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6351 struct glsl_src_param src0_param
;
6353 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6354 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6357 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6358 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6359 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6361 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6362 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6363 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6364 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6365 struct glsl_src_param src0_param
;
6367 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6368 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6369 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6372 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6374 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6375 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6376 struct glsl_sample_function sample_function
;
6377 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6378 struct glsl_src_param src0_param
;
6380 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6381 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6383 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6385 /* Sample the texture using the calculated coordinates */
6386 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6387 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6390 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6391 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6392 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6394 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6395 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6396 struct glsl_sample_function sample_function
;
6397 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6398 struct glsl_src_param src0_param
;
6400 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6401 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6403 /* Dependent read, not valid with conditional NP2 */
6404 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6406 /* Sample the texture using the calculated coordinates */
6407 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6408 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6410 tex_mx
->current_row
= 0;
6413 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6414 * Perform the 3rd row of a 3x3 matrix multiply */
6415 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6417 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6418 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6419 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6420 struct glsl_src_param src0_param
;
6423 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6425 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6426 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6427 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6429 tex_mx
->current_row
= 0;
6432 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6433 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6434 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6436 struct glsl_src_param src0_param
;
6437 struct glsl_src_param src1_param
;
6438 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6439 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6440 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6441 struct glsl_sample_function sample_function
;
6442 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6445 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6446 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6448 /* Perform the last matrix multiply operation */
6449 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6450 /* Reflection calculation */
6451 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6453 /* Dependent read, not valid with conditional NP2 */
6454 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6455 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6457 /* Sample the texture */
6458 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6459 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6460 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6462 tex_mx
->current_row
= 0;
6465 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6466 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6467 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6469 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6470 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6471 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6472 struct glsl_sample_function sample_function
;
6473 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6474 struct glsl_src_param src0_param
;
6477 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6479 /* Perform the last matrix multiply operation */
6480 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6482 /* Construct the eye-ray vector from w coordinates */
6483 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6484 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6485 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6487 /* Dependent read, not valid with conditional NP2 */
6488 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6489 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6491 /* Sample the texture using the calculated coordinates */
6492 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6493 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6494 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6496 tex_mx
->current_row
= 0;
6499 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6500 * Apply a fake bump map transform.
6501 * texbem is pshader <= 1.3 only, this saves a few version checks
6503 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6505 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6506 struct glsl_sample_function sample_function
;
6507 struct glsl_src_param coord_param
;
6513 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6514 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6515 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6517 /* Dependent read, not valid with conditional NP2 */
6518 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6519 mask
= sample_function
.coord_mask
;
6521 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6523 /* With projected textures, texbem only divides the static texture coord,
6524 * not the displacement, so we can't let GL handle this. */
6525 if (flags
& WINED3D_PSARGS_PROJECTED
)
6528 char coord_div_mask
[3];
6529 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6531 case WINED3D_TTFF_COUNT1
:
6532 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6534 case WINED3D_TTFF_COUNT2
:
6535 div_mask
= WINED3DSP_WRITEMASK_1
;
6537 case WINED3D_TTFF_COUNT3
:
6538 div_mask
= WINED3DSP_WRITEMASK_2
;
6540 case WINED3D_TTFF_COUNT4
:
6541 case WINED3D_TTFF_DISABLE
:
6542 div_mask
= WINED3DSP_WRITEMASK_3
;
6545 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6546 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6549 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6551 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6552 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6553 coord_param
.param_str
, coord_mask
);
6555 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6557 struct glsl_src_param luminance_param
;
6558 struct glsl_dst_param dst_param
;
6560 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6561 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6563 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6564 dst_param
.reg_name
, dst_param
.mask_str
,
6565 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6567 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6570 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6572 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6573 struct glsl_src_param src0_param
, src1_param
;
6575 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6576 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6578 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6579 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6580 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6583 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6584 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6585 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6587 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6588 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6589 struct glsl_sample_function sample_function
;
6590 struct wined3d_string_buffer
*reg_name
;
6592 reg_name
= string_buffer_get(priv
->string_buffers
);
6593 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6595 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6596 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6597 "%s.wx", reg_name
->buffer
);
6598 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6600 string_buffer_release(priv
->string_buffers
, reg_name
);
6603 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6604 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6605 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6607 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6608 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6609 struct glsl_sample_function sample_function
;
6610 struct wined3d_string_buffer
*reg_name
;
6612 reg_name
= string_buffer_get(priv
->string_buffers
);
6613 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6615 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6616 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6617 "%s.yz", reg_name
->buffer
);
6618 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6620 string_buffer_release(priv
->string_buffers
, reg_name
);
6623 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6624 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6625 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6627 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6628 struct glsl_sample_function sample_function
;
6629 struct glsl_src_param src0_param
;
6631 /* Dependent read, not valid with conditional NP2 */
6632 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6633 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6635 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6636 "%s", src0_param
.param_str
);
6637 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6640 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6641 * If any of the first 3 components are < 0, discard this pixel */
6642 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6644 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6646 shader_glsl_generate_condition(ins
);
6647 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6651 struct glsl_dst_param dst_param
;
6653 /* The argument is a destination parameter, and no writemasks are allowed */
6654 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6656 /* 2.0 shaders compare all 4 components in texkill. */
6657 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6658 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6659 /* 1.x shaders only compare the first 3 components, probably due to
6660 * the nature of the texkill instruction as a tex* instruction, and
6661 * phase, which kills all .w components. Even if all 4 components are
6662 * defined, only the first 3 are used. */
6664 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6668 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6669 * dst = dot2(src0, src1) + src2 */
6670 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6672 struct glsl_src_param src0_param
;
6673 struct glsl_src_param src1_param
;
6674 struct glsl_src_param src2_param
;
6676 unsigned int mask_size
;
6678 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6679 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6681 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6682 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6683 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6685 if (mask_size
> 1) {
6686 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6687 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6689 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6690 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6694 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6695 const struct wined3d_shader_signature
*input_signature
,
6696 const struct wined3d_shader_reg_maps
*reg_maps
,
6697 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6701 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6703 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6704 const char *semantic_name
;
6709 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6712 semantic_name
= input
->semantic_name
;
6713 semantic_idx
= input
->semantic_idx
;
6714 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6716 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6718 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6720 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6721 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6723 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6725 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6727 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6729 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6730 input
->register_idx
, reg_mask
);
6732 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6734 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6735 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6736 input
->register_idx
, reg_mask
);
6738 FIXME("ARB_sample_shading is not supported.\n");
6740 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6742 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6743 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6744 input
->register_idx
, reg_mask
);
6746 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6748 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6750 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6751 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6752 input
->register_idx
, reg_mask
);
6754 FIXME("ARB_viewport_array is not supported.\n");
6758 if (input
->sysval_semantic
)
6759 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6760 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6761 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6762 shader_glsl_shader_input_name(gl_info
),
6763 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6766 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6768 if (args
->pointsprite
)
6769 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6770 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6771 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6772 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6773 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6774 needs_legacy_glsl_syntax(gl_info
)
6775 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6777 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6778 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6780 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6783 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6784 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6785 else if (semantic_idx
== 1)
6786 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6787 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6789 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6790 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6794 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6795 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6800 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6802 struct glsl_program_key key
;
6804 key
.vs_id
= entry
->vs
.id
;
6805 key
.hs_id
= entry
->hs
.id
;
6806 key
.ds_id
= entry
->ds
.id
;
6807 key
.gs_id
= entry
->gs
.id
;
6808 key
.ps_id
= entry
->ps
.id
;
6809 key
.cs_id
= entry
->cs
.id
;
6811 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6813 ERR("Failed to insert program entry.\n");
6817 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6818 const struct glsl_program_key
*key
)
6820 struct wine_rb_entry
*entry
;
6822 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6823 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6826 /* Context activation is done by the caller. */
6827 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6828 struct glsl_shader_prog_link
*entry
)
6830 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6832 GL_EXTCALL(glDeleteProgram(entry
->id
));
6834 list_remove(&entry
->vs
.shader_entry
);
6836 list_remove(&entry
->hs
.shader_entry
);
6838 list_remove(&entry
->ds
.shader_entry
);
6840 list_remove(&entry
->gs
.shader_entry
);
6842 list_remove(&entry
->ps
.shader_entry
);
6844 list_remove(&entry
->cs
.shader_entry
);
6848 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6849 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6850 const struct wined3d_shader_signature
*input_signature
,
6851 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6852 const struct wined3d_shader_signature
*output_signature
,
6853 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6855 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6856 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6857 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6858 unsigned int in_count
= vec4_varyings(3, gl_info
);
6859 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6860 DWORD in_idx
, *set
= NULL
;
6864 set
= heap_calloc(max_varyings
, sizeof(*set
));
6866 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6868 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6870 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6873 in_idx
= map
[input
->register_idx
];
6874 /* Declared, but not read register */
6877 if (in_idx
>= max_varyings
)
6879 FIXME("More input varyings declared than supported, expect issues.\n");
6883 if (in_idx
== in_count
)
6884 string_buffer_sprintf(destination
, "gl_FrontColor");
6885 else if (in_idx
== in_count
+ 1)
6886 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6888 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6893 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6895 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6898 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6899 || input
->semantic_idx
!= output
->semantic_idx
6900 || strcmp(input
->semantic_name
, output
->semantic_name
)
6901 || !(mask
= input
->mask
& output
->mask
))
6904 if (set
[in_idx
] == ~0u)
6906 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6907 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6909 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6910 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6914 for (i
= 0; i
< max_varyings
; ++i
)
6918 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6925 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6926 reg_mask
[size
++] = 'x';
6927 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6928 reg_mask
[size
++] = 'y';
6929 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6930 reg_mask
[size
++] = 'z';
6931 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6932 reg_mask
[size
++] = 'w';
6933 reg_mask
[size
] = '\0';
6936 string_buffer_sprintf(destination
, "gl_FrontColor");
6937 else if (i
== in_count
+ 1)
6938 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6940 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6943 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6945 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6949 string_buffer_release(&priv
->string_buffers
, destination
);
6952 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6953 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6954 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6955 BOOL rasterizer_setup
)
6957 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6961 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6963 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6965 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6968 if (output
->stream_idx
)
6971 if (output
->register_idx
>= input_count
)
6974 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6976 shader_addline(buffer
,
6977 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
6978 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6982 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
6983 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
6985 unsigned int i
, clip_or_cull_index
;
6989 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
6990 /* Assign consecutive indices starting from 0. */
6991 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
6992 for (i
= 0; i
< 4; ++i
)
6994 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
6997 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
6998 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
6999 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7000 ++clip_or_cull_index
;
7004 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7005 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7006 const struct wined3d_shader_signature
*input_signature
,
7007 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7008 const struct wined3d_shader_signature
*output_signature
,
7009 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7011 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7012 const char *semantic_name
;
7013 unsigned int semantic_idx
;
7017 /* First, sort out position and point size system values. */
7018 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7020 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7022 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7025 if (output
->stream_idx
)
7028 semantic_name
= output
->semantic_name
;
7029 semantic_idx
= output
->semantic_idx
;
7030 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7032 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7034 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7035 reg_mask
, output
->register_idx
, reg_mask
);
7037 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7039 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7040 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7042 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7044 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7045 output
->register_idx
, reg_mask
);
7047 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7049 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7050 output
->register_idx
, reg_mask
);
7052 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7054 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7056 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7058 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7060 else if (output
->sysval_semantic
)
7062 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7066 /* Then, setup the pixel shader input. */
7067 if (reg_maps_out
->shader_version
.major
< 4)
7068 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7069 output_signature
, reg_maps_out
);
7071 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7074 /* Context activation is done by the caller. */
7075 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7076 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7077 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7079 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7080 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7081 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7082 const char *semantic_name
;
7088 string_buffer_clear(buffer
);
7090 shader_glsl_add_version_declaration(buffer
, gl_info
);
7092 if (per_vertex_point_size
)
7094 shader_addline(buffer
, "uniform struct\n{\n");
7095 shader_addline(buffer
, " float size_min;\n");
7096 shader_addline(buffer
, " float size_max;\n");
7097 shader_addline(buffer
, "} ffp_point;\n");
7102 DWORD colors_written_mask
[2] = {0};
7103 DWORD texcoords_written_mask
[WINED3D_MAX_TEXTURES
] = {0};
7107 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7108 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7109 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7110 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7113 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7115 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7117 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7120 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7123 semantic_name
= output
->semantic_name
;
7124 semantic_idx
= output
->semantic_idx
;
7125 write_mask
= output
->mask
;
7126 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7128 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7131 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7132 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7134 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7135 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7137 colors_written_mask
[semantic_idx
] = write_mask
;
7139 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7141 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7142 reg_mask
, output
->register_idx
, reg_mask
);
7144 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7146 if (semantic_idx
< WINED3D_MAX_TEXTURES
)
7148 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7149 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7150 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7151 texcoords_written_mask
[semantic_idx
] = write_mask
;
7154 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7156 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7157 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7159 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7161 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7162 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7163 output
->register_idx
, reg_mask
[1]);
7167 for (i
= 0; i
< 2; ++i
)
7169 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7171 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7173 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7174 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7175 reg_mask
, reg_mask
);
7177 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7178 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7179 reg_mask
, reg_mask
);
7182 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
7184 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7187 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7189 if (!shader_glsl_full_ffp_varyings(gl_info
) && !texcoords_written_mask
[i
])
7192 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7193 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7194 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7200 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7202 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7203 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7204 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7205 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7208 shader_addline(buffer
, "}\n");
7210 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7211 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7212 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7217 static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer
*buffer
,
7218 const struct wined3d_shader
*shader
)
7220 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
7221 unsigned int i
, register_idx
, component_idx
;
7223 shader_addline(buffer
, "out shader_in_out\n{\n");
7224 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7226 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7230 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7233 if (!e
->semantic_name
)
7235 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7238 if (component_idx
|| e
->component_count
!= 4)
7240 if (e
->component_count
== 1)
7241 shader_addline(buffer
, "float");
7243 shader_addline(buffer
, "vec%u", e
->component_count
);
7245 shader_addline(buffer
, " reg%u_%u_%u;\n",
7246 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
7250 shader_addline(buffer
, "vec4 reg%u;\n", register_idx
);
7253 shader_addline(buffer
, "} shader_out;\n");
7255 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7256 shader
->limits
->packed_output
);
7257 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7259 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7263 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7266 if (!e
->semantic_name
)
7268 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7271 if (component_idx
|| e
->component_count
!= 4)
7276 write_mask
= ((1u << e
->component_count
) - 1) << component_idx
;
7277 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7278 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7279 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1,
7280 register_idx
, str_mask
);
7284 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n", register_idx
, register_idx
);
7287 shader_addline(buffer
, "}\n");
7290 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7291 const struct wined3d_shader
*shader
, unsigned int input_count
,
7292 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7294 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7295 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7297 if (rasterizer_setup
)
7298 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7301 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7303 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7304 prefix
, shader
->limits
->packed_output
);
7306 if (rasterizer_setup
)
7307 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7308 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7310 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7311 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7313 shader_addline(buffer
, "}\n");
7316 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7317 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7318 const char *reg_mask
)
7320 if (!constant
->sysval_semantic
)
7322 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7326 switch (constant
->sysval_semantic
)
7328 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7329 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7330 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7331 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7332 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7334 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7335 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7336 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7339 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7340 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7344 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7345 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7347 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7349 register_count
= user_constant_count
= 0;
7350 for (i
= 0; i
< signature
->element_count
; ++i
)
7352 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7353 register_count
= max(constant
->register_idx
+ 1, register_count
);
7354 if (!constant
->sysval_semantic
)
7355 ++user_constant_count
;
7358 if (user_constant_count
)
7359 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7360 input_setup
? "in" : "out", user_constant_count
);
7362 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7364 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7365 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7367 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7370 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7373 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7375 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7377 shader_addline(buffer
, " = ");
7380 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7382 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7384 shader_addline(buffer
, ";\n");
7386 shader_addline(buffer
, "}\n");
7389 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7390 const struct wined3d_gl_info
*gl_info
)
7392 const char *output
= get_fragment_output(gl_info
);
7394 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7395 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7396 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7397 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7398 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7399 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7402 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7403 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7405 const char *output
= get_fragment_output(gl_info
);
7409 case WINED3D_FFP_PS_FOG_OFF
:
7412 case WINED3D_FFP_PS_FOG_LINEAR
:
7413 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7416 case WINED3D_FFP_PS_FOG_EXP
:
7417 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7420 case WINED3D_FFP_PS_FOG_EXP2
:
7421 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7422 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7426 ERR("Invalid fog mode %#x.\n", mode
);
7430 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7434 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7435 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7437 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7438 * flipping all the operators here, just negate the comparison below. */
7439 static const char * const comparison_operator
[] =
7441 "", /* WINED3D_CMP_NEVER */
7442 "<", /* WINED3D_CMP_LESS */
7443 "==", /* WINED3D_CMP_EQUAL */
7444 "<=", /* WINED3D_CMP_LESSEQUAL */
7445 ">", /* WINED3D_CMP_GREATER */
7446 "!=", /* WINED3D_CMP_NOTEQUAL */
7447 ">=", /* WINED3D_CMP_GREATEREQUAL */
7448 "" /* WINED3D_CMP_ALWAYS */
7451 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7454 if (alpha_func
!= WINED3D_CMP_NEVER
)
7455 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7456 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7457 shader_addline(buffer
, " discard;\n");
7460 static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer
*buffer
,
7461 const char *colour
, const char *colour_key_low
, const char *colour_key_high
)
7463 shader_addline(buffer
, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
7464 colour
, colour_key_low
, colour
, colour_key_high
);
7465 shader_addline(buffer
, " discard;\n");
7468 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7469 const struct wined3d_gl_info
*gl_info
)
7471 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7472 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7473 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7474 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7475 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7476 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7477 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7478 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7479 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7480 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7481 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7482 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7483 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7484 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7485 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7486 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7487 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7488 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7489 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7490 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7491 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7492 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7493 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7494 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7495 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7496 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7497 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7498 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7499 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7500 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7501 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7502 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7503 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7504 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7505 if (gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
])
7506 shader_addline(buffer
, "#extension GL_EXT_texture_shadow_lod : enable\n");
7509 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7510 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7511 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7513 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7514 struct wined3d_string_buffer
*src
, *assignment
;
7515 enum wined3d_data_type dst_data_type
;
7516 const char *swizzle
;
7519 if (output_signature
->element_count
)
7521 src
= string_buffer_get(string_buffers
);
7522 assignment
= string_buffer_get(string_buffers
);
7523 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7525 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7527 /* register_idx is set to ~0u for non-color outputs. */
7528 if (output
->register_idx
== ~0u)
7530 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7532 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7535 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7536 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7537 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7538 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
, 4);
7539 swizzle
= args
->rt_alpha_swizzle
& (1u << output
->semantic_idx
) ? ".argb" : "";
7540 shader_addline(buffer
, "%s%s;\n", assignment
->buffer
, swizzle
);
7542 string_buffer_release(string_buffers
, src
);
7543 string_buffer_release(string_buffers
, assignment
);
7547 DWORD mask
= shader
->reg_maps
.rt_mask
;
7551 i
= wined3d_bit_scan(&mask
);
7552 swizzle
= args
->rt_alpha_swizzle
& (1u << i
) ? ".argb" : "";
7553 shader_addline(buffer
, "color_out%u = ps_out[%u]%s;\n", i
, i
, swizzle
);
7558 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7559 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7560 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7562 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7564 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7565 if (reg_maps
->shader_version
.major
< 2)
7566 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7568 if (args
->srgb_correction
)
7569 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7571 /* SM < 3 does not replace the fog stage. */
7572 if (reg_maps
->shader_version
.major
< 3)
7573 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7575 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7577 if (reg_maps
->sample_mask
)
7578 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7580 if (!use_legacy_fragment_output(gl_info
))
7581 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, args
, string_buffers
);
7584 /* Context activation is done by the caller. */
7585 static GLuint
shader_glsl_generate_fragment_shader(const struct wined3d_context_gl
*context_gl
,
7586 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7587 const struct wined3d_shader
*shader
, const struct ps_compile_args
*args
,
7588 struct ps_np2fixup_info
*np2fixup_info
)
7590 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7591 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7592 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7593 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7594 BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7595 unsigned int i
, extra_constants_needed
= 0;
7596 struct shader_glsl_ctx_priv priv_ctx
;
7600 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7601 priv_ctx
.gl_info
= gl_info
;
7602 priv_ctx
.cur_ps_args
= args
;
7603 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7604 priv_ctx
.string_buffers
= string_buffers
;
7606 shader_glsl_add_version_declaration(buffer
, gl_info
);
7608 shader_glsl_enable_extensions(buffer
, gl_info
);
7609 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7610 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7611 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7612 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7613 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7614 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7615 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7616 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7617 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7618 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7619 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7620 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7621 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7622 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7623 /* The spec says that it doesn't have to be explicitly enabled, but the
7624 * nvidia drivers write a warning if we don't do so. */
7625 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7626 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7628 /* Base Declarations */
7629 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7631 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7633 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7634 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7635 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7636 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7639 /* Declare uniforms for NP2 texcoord fixup:
7640 * This is NOT done inside the loop that declares the texture samplers
7641 * since the NP2 fixup code is currently only used for the GeforceFX
7642 * series and when forcing the ARB_npot extension off. Modern cards just
7643 * skip the code anyway, so put it inside a separate loop. */
7644 if (args
->np2_fixup
)
7646 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7647 unsigned int cur
= 0;
7649 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7650 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7651 * samplerNP2Fixup stores texture dimensions and is updated through
7652 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7654 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7656 enum wined3d_shader_resource_type resource_type
;
7658 resource_type
= pixelshader_get_resource_type(reg_maps
, i
, args
->tex_types
);
7660 if (!resource_type
|| !(args
->np2_fixup
& (1u << i
)))
7663 if (resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7665 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7669 fixup
->idx
[i
] = cur
++;
7672 fixup
->num_consts
= (cur
+ 1) >> 1;
7673 fixup
->active
= args
->np2_fixup
;
7674 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7677 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7679 shader_addline(buffer
, "uniform struct\n{\n");
7680 shader_addline(buffer
, " vec4 color;\n");
7681 shader_addline(buffer
, " float density;\n");
7682 shader_addline(buffer
, " float end;\n");
7683 shader_addline(buffer
, " float scale;\n");
7684 shader_addline(buffer
, "} ffp_fog;\n");
7688 if (glsl_is_color_reg_read(shader
, 0))
7689 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7690 if (glsl_is_color_reg_read(shader
, 1))
7691 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7692 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7693 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7697 if (glsl_is_color_reg_read(shader
, 0))
7698 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7699 if (glsl_is_color_reg_read(shader
, 1))
7700 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7701 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7702 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7703 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7707 if (version
->major
>= 3)
7709 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7711 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7712 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7713 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7714 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7717 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7722 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7724 if (reg_maps
->luminanceparams
& (1u << i
))
7726 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7727 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7728 extra_constants_needed
++;
7731 extra_constants_needed
++;
7734 if (args
->srgb_correction
)
7736 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7737 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
7738 shader_addline(buffer
, ";\n");
7739 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7740 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
7741 shader_addline(buffer
, ";\n");
7743 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7745 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7747 ++extra_constants_needed
;
7748 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7752 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7754 if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7755 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7756 args
->render_offscreen
? "" : "origin_upper_left, ");
7757 else if (!args
->render_offscreen
)
7758 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7760 shader_addline(buffer
, "vec4 vpos;\n");
7764 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7765 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7767 if (!use_legacy_fragment_output(gl_info
))
7769 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7771 if (args
->dual_source_blend
)
7772 shader_addline(buffer
, "vec4 ps_out[2];\n");
7774 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7775 if (output_signature
->element_count
)
7777 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7779 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7781 if (output
->register_idx
== ~0u)
7783 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7785 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7788 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7790 if (args
->dual_source_blend
)
7791 shader_addline(buffer
, "layout(location = 0, index = %u) ", output
->semantic_idx
);
7793 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7795 shader_addline(buffer
, "out %s4 color_out%u;\n",
7796 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7801 DWORD mask
= reg_maps
->rt_mask
;
7805 i
= wined3d_bit_scan(&mask
);
7806 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7808 if (args
->dual_source_blend
)
7809 shader_addline(buffer
, "layout(location = 0, index = %u) ", i
);
7811 shader_addline(buffer
, "layout(location = %u) ", i
);
7813 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7818 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7819 FIXME("Insufficient uniforms to run this shader.\n");
7821 if (shader
->u
.ps
.force_early_depth_stencil
)
7822 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7824 shader_addline(buffer
, "void main()\n{\n");
7826 if (reg_maps
->sample_mask
)
7827 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7829 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7830 * add approximately 0.5. This causes off-by-one problems as spotted by
7831 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7832 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7833 * causes precision troubles when we just subtract 0.5.
7835 * To deal with that, just floor() the position. This will eliminate the
7836 * fraction on all cards.
7838 * TODO: Test how this behaves with multisampling.
7840 * An advantage of floor is that it works even if the driver doesn't add
7841 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7842 * to return in gl_FragCoord, even though coordinates specify the pixel
7843 * centers instead of the pixel corners. This code will behave correctly
7844 * on drivers that returns integer values. */
7847 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7848 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7849 else if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7850 shader_addline(buffer
,
7851 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7853 shader_addline(buffer
,
7854 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7857 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7860 WORD map
= reg_maps
->texcoord
;
7864 if (glsl_is_color_reg_read(shader
, 0))
7865 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7866 if (glsl_is_color_reg_read(shader
, 1))
7867 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7870 for (i
= 0; map
; map
>>= 1, ++i
)
7874 if (args
->pointsprite
)
7875 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7876 else if (args
->texcoords_initialized
& (1u << i
))
7877 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7878 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7880 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7881 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7886 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7889 /* Pack 3.0 inputs */
7890 if (reg_maps
->shader_version
.major
>= 3)
7891 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7892 reg_maps
->shader_version
.major
>= 4);
7894 /* Base Shader Body */
7895 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7898 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7899 if (reg_maps
->shader_version
.major
< 4)
7900 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
7902 shader_addline(buffer
, "}\n");
7904 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7905 TRACE("Compiling shader object %u.\n", shader_id
);
7906 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7911 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7912 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7913 const struct vs_compile_args
*args
)
7915 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7916 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7919 /* Unpack outputs. */
7920 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7922 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7923 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7924 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7925 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7927 if (reg_maps
->shader_version
.major
< 3)
7929 if (args
->fog_src
== VS_FOG_Z
)
7930 shader_addline(buffer
, "%s = gl_Position.z;\n",
7931 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7932 else if (!reg_maps
->fog
)
7933 shader_addline(buffer
, "%s = 0.0;\n",
7934 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7937 /* We always store the clipplanes without y inversion. */
7938 if (args
->clip_enabled
)
7941 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7943 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7944 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7947 if (args
->point_size
&& !args
->per_vertex_point_size
)
7948 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7950 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7951 shader_glsl_fixup_position(buffer
, FALSE
);
7954 /* Context activation is done by the caller. */
7955 static GLuint
shader_glsl_generate_vertex_shader(const struct wined3d_context_gl
*context_gl
,
7956 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7958 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7959 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7960 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7961 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7962 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7963 struct shader_glsl_ctx_priv priv_ctx
;
7967 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7968 priv_ctx
.gl_info
= gl_info
;
7969 priv_ctx
.cur_vs_args
= args
;
7970 priv_ctx
.string_buffers
= string_buffers
;
7972 shader_glsl_add_version_declaration(buffer
, gl_info
);
7974 shader_glsl_enable_extensions(buffer
, gl_info
);
7975 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7976 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7977 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7978 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7979 if (gl_info
->supported
[ARB_SHADER_VIEWPORT_LAYER_ARRAY
])
7980 shader_addline(buffer
, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
7982 /* Base Declarations */
7983 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7985 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7986 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7988 if (args
->point_size
&& !args
->per_vertex_point_size
)
7990 shader_addline(buffer
, "uniform struct\n{\n");
7991 shader_addline(buffer
, " float size;\n");
7992 shader_addline(buffer
, " float size_min;\n");
7993 shader_addline(buffer
, " float size_max;\n");
7994 shader_addline(buffer
, "} ffp_point;\n");
7997 if (!needs_legacy_glsl_syntax(gl_info
))
7999 if (args
->clip_enabled
)
8000 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8002 if (version
->major
< 3)
8004 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8005 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8006 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
8007 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8011 if (version
->major
< 4)
8012 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8014 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8015 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8017 if (reg_maps
->shader_version
.major
>= 4)
8018 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8019 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8021 shader_addline(buffer
, "void main()\n{\n");
8023 if (reg_maps
->input_rel_addressing
)
8025 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8026 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8027 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8029 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8030 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8034 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8037 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8038 if (reg_maps
->shader_version
.major
< 4)
8039 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8041 shader_addline(buffer
, "}\n");
8043 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8044 TRACE("Compiling shader object %u.\n", shader_id
);
8045 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8050 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8051 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8053 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8057 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8059 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8061 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8062 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8063 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8067 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8068 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8069 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8070 const char *phase_name
, unsigned phase_idx
)
8075 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8076 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8077 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8078 shader_addline(buffer
, "vec4 R%u;\n", i
);
8079 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8080 shader_addline(buffer
, "}\n");
8084 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8085 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8087 if (phase
->instance_count
)
8089 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8090 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8091 shader_addline(buffer
, "}\n");
8095 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8099 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context_gl
*context_gl
,
8100 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8102 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8103 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8104 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8105 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8106 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8107 const struct wined3d_shader_phase
*phase
;
8108 struct shader_glsl_ctx_priv priv_ctx
;
8112 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8113 priv_ctx
.gl_info
= gl_info
;
8114 priv_ctx
.string_buffers
= string_buffers
;
8116 shader_glsl_add_version_declaration(buffer
, gl_info
);
8118 shader_glsl_enable_extensions(buffer
, gl_info
);
8119 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8121 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8123 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8125 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8126 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8128 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8130 if (hs
->phases
.control_point
)
8132 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8133 shader
->limits
->packed_output
);
8134 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8135 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8136 shader_addline(buffer
, "}\n");
8139 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8140 if ((phase
= hs
->phases
.control_point
))
8142 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8143 shader_addline(buffer
, "vec4 R%u;\n", i
);
8144 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8146 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8150 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8152 shader_addline(buffer
, "}\n");
8154 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8156 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8157 &hs
->phases
.fork
[i
], "fork", i
)))
8161 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8163 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8164 &hs
->phases
.join
[i
], "join", i
)))
8168 shader_addline(buffer
, "void main()\n{\n");
8169 shader_addline(buffer
, "hs_control_point_phase();\n");
8171 shader_addline(buffer
, "barrier();\n");
8172 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8173 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8174 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8175 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8176 shader_addline(buffer
, "setup_patch_constant_output();\n");
8177 shader_addline(buffer
, "}\n");
8179 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8180 TRACE("Compiling shader object %u.\n", shader_id
);
8181 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8186 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8187 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8188 const struct ds_compile_args
*args
)
8190 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8192 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8193 shader_glsl_fixup_position(buffer
, FALSE
);
8196 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context_gl
*context_gl
,
8197 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8199 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8200 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8201 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8202 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8203 struct shader_glsl_ctx_priv priv_ctx
;
8206 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8207 priv_ctx
.gl_info
= gl_info
;
8208 priv_ctx
.cur_ds_args
= args
;
8209 priv_ctx
.string_buffers
= string_buffers
;
8211 shader_glsl_add_version_declaration(buffer
, gl_info
);
8213 shader_glsl_enable_extensions(buffer
, gl_info
);
8214 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8216 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8218 shader_addline(buffer
, "layout(");
8219 switch (shader
->u
.ds
.tessellator_domain
)
8221 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8222 shader_addline(buffer
, "isolines");
8224 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8225 shader_addline(buffer
, "quads");
8227 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8228 shader_addline(buffer
, "triangles");
8231 switch (args
->tessellator_output_primitive
)
8233 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8234 if (args
->render_offscreen
)
8235 shader_addline(buffer
, ", ccw");
8237 shader_addline(buffer
, ", cw");
8239 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8240 if (args
->render_offscreen
)
8241 shader_addline(buffer
, ", cw");
8243 shader_addline(buffer
, ", ccw");
8245 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8246 shader_addline(buffer
, ", point_mode");
8248 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8251 switch (args
->tessellator_partitioning
)
8253 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8254 shader_addline(buffer
, ", fractional_odd_spacing");
8256 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8257 shader_addline(buffer
, ", fractional_even_spacing");
8259 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8260 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8261 shader_addline(buffer
, ", equal_spacing");
8264 shader_addline(buffer
, ") in;\n");
8266 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8268 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8269 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8271 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8272 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8273 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8275 shader_addline(buffer
, "void main()\n{\n");
8276 shader_addline(buffer
, "setup_patch_constant_input();\n");
8278 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8281 shader_addline(buffer
, "}\n");
8283 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8284 TRACE("Compiling shader object %u.\n", shader_id
);
8285 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8290 /* Context activation is done by the caller. */
8291 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8292 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8294 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8295 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8296 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8297 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8298 const struct wined3d_shader_signature_element
*output
;
8299 enum wined3d_primitive_type primitive_type
;
8300 struct shader_glsl_ctx_priv priv_ctx
;
8301 unsigned int max_vertices
;
8305 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8306 priv_ctx
.gl_info
= gl_info
;
8307 priv_ctx
.string_buffers
= string_buffers
;
8309 shader_glsl_add_version_declaration(buffer
, gl_info
);
8311 shader_glsl_enable_extensions(buffer
, gl_info
);
8313 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8315 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8316 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8317 if (shader
->u
.gs
.instance_count
> 1)
8318 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8319 shader_addline(buffer
, ") in;\n");
8321 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8322 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8324 switch (args
->primitive_type
)
8326 case WINED3D_PT_POINTLIST
:
8329 case WINED3D_PT_LINELIST
:
8332 case WINED3D_PT_TRIANGLELIST
:
8336 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8340 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8341 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8342 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8344 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8346 shader_addline(buffer
, "uniform vec4 pos_fixup");
8347 if (reg_maps
->viewport_array
)
8348 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8349 shader_addline(buffer
, ";\n");
8352 if (is_rasterization_disabled(shader
))
8354 shader_glsl_generate_stream_output_setup(buffer
, shader
);
8358 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8359 gl_info
, TRUE
, args
->interpolation_mode
);
8362 shader_addline(buffer
, "void main()\n{\n");
8363 if (shader
->function
)
8365 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8370 for (i
= 0; i
< max_vertices
; ++i
)
8372 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8374 output
= &shader
->output_signature
.elements
[j
];
8375 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8376 output
->register_idx
, i
, output
->register_idx
);
8378 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8379 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8380 shader_glsl_fixup_position(buffer
, FALSE
);
8381 shader_addline(buffer
, "EmitVertex();\n");
8384 shader_addline(buffer
, "}\n");
8386 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8387 TRACE("Compiling shader object %u.\n", shader_id
);
8388 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8393 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8395 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8396 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
8397 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8398 const struct wined3d_shader
*shader
= ctx
->shader
;
8400 switch (shader
->reg_maps
.shader_version
.type
)
8402 case WINED3D_SHADER_TYPE_PIXEL
:
8403 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8405 case WINED3D_SHADER_TYPE_VERTEX
:
8406 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8408 case WINED3D_SHADER_TYPE_DOMAIN
:
8409 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8411 case WINED3D_SHADER_TYPE_GEOMETRY
:
8412 case WINED3D_SHADER_TYPE_COMPUTE
:
8415 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8420 /* Context activation is done by the caller. */
8421 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context_gl
*context_gl
,
8422 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8423 const struct wined3d_shader
*shader
)
8425 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8426 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8427 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8428 struct shader_glsl_ctx_priv priv_ctx
;
8432 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8433 priv_ctx
.gl_info
= gl_info
;
8434 priv_ctx
.string_buffers
= string_buffers
;
8436 shader_glsl_add_version_declaration(buffer
, gl_info
);
8438 shader_glsl_enable_extensions(buffer
, gl_info
);
8439 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8441 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8443 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8445 if (reg_maps
->tgsm
[i
].size
)
8446 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8449 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8450 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8452 shader_addline(buffer
, "void main()\n{\n");
8453 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8454 shader_addline(buffer
, "}\n");
8456 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8457 TRACE("Compiling shader object %u.\n", shader_id
);
8458 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8463 static GLuint
find_glsl_fragment_shader(const struct wined3d_context_gl
*context_gl
,
8464 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8465 struct wined3d_shader
*shader
,
8466 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8468 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8469 struct glsl_shader_private
*shader_data
;
8470 struct ps_np2fixup_info
*np2fixup
;
8475 if (!shader
->backend_data
)
8477 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8479 ERR("Failed to allocate backend data.\n");
8483 shader_data
= shader
->backend_data
;
8484 gl_shaders
= shader_data
->gl_shaders
.ps
;
8486 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8487 * so a linear search is more performant than a hashmap or a binary search
8488 * (cache coherency etc)
8490 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8492 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8494 if (args
->np2_fixup
)
8495 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8496 return gl_shaders
[i
].id
;
8500 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8501 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8503 if (shader_data
->num_gl_shaders
)
8505 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8506 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8510 new_array
= heap_alloc(sizeof(*gl_shaders
));
8515 ERR("Out of memory\n");
8518 shader_data
->gl_shaders
.ps
= new_array
;
8519 shader_data
->shader_array_size
= new_size
;
8520 gl_shaders
= new_array
;
8523 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8525 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8526 memset(np2fixup
, 0, sizeof(*np2fixup
));
8527 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8529 string_buffer_clear(buffer
);
8530 ret
= shader_glsl_generate_fragment_shader(context_gl
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8531 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8536 static BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8537 const DWORD use_map
)
8539 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8541 if ((stored
->clip_enabled
) != new->clip_enabled
)
8543 if (stored
->point_size
!= new->point_size
)
8545 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8547 if (stored
->flatshading
!= new->flatshading
)
8549 if (stored
->next_shader_type
!= new->next_shader_type
)
8551 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8553 if (stored
->fog_src
!= new->fog_src
)
8555 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8558 static GLuint
find_glsl_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8559 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8561 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8562 uint32_t use_map
= context_gl
->c
.stream_info
.use_map
;
8563 struct glsl_shader_private
*shader_data
;
8564 unsigned int i
, new_size
;
8567 if (!shader
->backend_data
)
8569 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8571 ERR("Failed to allocate backend data.\n");
8575 shader_data
= shader
->backend_data
;
8576 gl_shaders
= shader_data
->gl_shaders
.vs
;
8578 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8579 * so a linear search is more performant than a hashmap or a binary search
8580 * (cache coherency etc)
8582 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8584 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8585 return gl_shaders
[i
].id
;
8588 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8590 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8592 if (shader_data
->num_gl_shaders
)
8594 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8595 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8599 new_array
= heap_alloc(sizeof(*gl_shaders
));
8604 ERR("Out of memory\n");
8607 shader_data
->gl_shaders
.vs
= new_array
;
8608 shader_data
->shader_array_size
= new_size
;
8609 gl_shaders
= new_array
;
8612 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8614 string_buffer_clear(&priv
->shader_buffer
);
8615 ret
= shader_glsl_generate_vertex_shader(context_gl
, priv
, shader
, args
);
8616 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8621 static GLuint
find_glsl_hull_shader(const struct wined3d_context_gl
*context_gl
,
8622 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8624 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8625 struct glsl_shader_private
*shader_data
;
8626 unsigned int new_size
;
8629 if (!shader
->backend_data
)
8631 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8633 ERR("Failed to allocate backend data.\n");
8637 shader_data
= shader
->backend_data
;
8638 gl_shaders
= shader_data
->gl_shaders
.hs
;
8640 if (shader_data
->num_gl_shaders
> 0)
8642 assert(shader_data
->num_gl_shaders
== 1);
8643 return gl_shaders
[0].id
;
8646 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8648 assert(!shader_data
->gl_shaders
.hs
);
8650 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8652 ERR("Failed to allocate GL shaders array.\n");
8655 shader_data
->gl_shaders
.hs
= new_array
;
8656 shader_data
->shader_array_size
= new_size
;
8657 gl_shaders
= new_array
;
8659 string_buffer_clear(&priv
->shader_buffer
);
8660 ret
= shader_glsl_generate_hull_shader(context_gl
, priv
, shader
);
8661 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8666 static GLuint
find_glsl_domain_shader(const struct wined3d_context_gl
*context_gl
,
8667 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8669 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8670 struct glsl_shader_private
*shader_data
;
8671 unsigned int i
, new_size
;
8674 if (!shader
->backend_data
)
8676 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8678 ERR("Failed to allocate backend data.\n");
8682 shader_data
= shader
->backend_data
;
8683 gl_shaders
= shader_data
->gl_shaders
.ds
;
8685 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8687 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8688 return gl_shaders
[i
].id
;
8691 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8693 if (shader_data
->num_gl_shaders
)
8695 new_size
= shader_data
->shader_array_size
+ 1;
8696 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8700 new_array
= heap_alloc(sizeof(*new_array
));
8706 ERR("Failed to allocate GL shaders array.\n");
8709 shader_data
->gl_shaders
.ds
= new_array
;
8710 shader_data
->shader_array_size
= new_size
;
8711 gl_shaders
= new_array
;
8713 string_buffer_clear(&priv
->shader_buffer
);
8714 ret
= shader_glsl_generate_domain_shader(context_gl
, priv
, shader
, args
);
8715 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8716 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8721 static GLuint
find_glsl_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8722 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8724 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8725 struct glsl_shader_private
*shader_data
;
8726 unsigned int i
, new_size
;
8729 if (!shader
->backend_data
)
8731 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8733 ERR("Failed to allocate backend data.\n");
8737 shader_data
= shader
->backend_data
;
8738 gl_shaders
= shader_data
->gl_shaders
.gs
;
8740 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8742 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8743 return gl_shaders
[i
].id
;
8746 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8748 if (shader_data
->num_gl_shaders
)
8750 new_size
= shader_data
->shader_array_size
+ 1;
8751 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8755 new_array
= heap_alloc(sizeof(*new_array
));
8761 ERR("Failed to allocate GL shaders array.\n");
8764 shader_data
->gl_shaders
.gs
= new_array
;
8765 shader_data
->shader_array_size
= new_size
;
8766 gl_shaders
= new_array
;
8768 string_buffer_clear(&priv
->shader_buffer
);
8769 ret
= shader_glsl_generate_geometry_shader(context_gl
, priv
, shader
, args
);
8770 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8771 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8776 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8780 case WINED3D_MCS_MATERIAL
:
8782 case WINED3D_MCS_COLOR1
:
8783 return "ffp_attrib_diffuse";
8784 case WINED3D_MCS_COLOR2
:
8785 return "ffp_attrib_specular";
8787 ERR("Invalid material color source %#x.\n", mcs
);
8792 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8793 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
, BOOL legacy_lighting
)
8795 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8796 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8797 if (settings
->localviewer
)
8798 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8800 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8801 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
8802 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
8803 legacy_lighting
? " && ffp_material.shininess > 0.0" : "", idx
);
8806 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8807 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8809 const char *diffuse
, *specular
, *emissive
, *ambient
;
8810 unsigned int i
, idx
;
8812 if (!settings
->lighting
)
8814 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8815 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8819 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8820 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8821 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8822 shader_addline(buffer
, "vec3 dir, dst;\n");
8823 shader_addline(buffer
, "float att, t;\n");
8825 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8826 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8827 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8828 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8831 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8833 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8834 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8835 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8836 shader_addline(buffer
, "dst.x = 1.0;\n");
8837 if (legacy_lighting
)
8839 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8840 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8841 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8845 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8847 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8848 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8849 if (!legacy_lighting
)
8850 shader_addline(buffer
, "att = 1.0 / att;\n");
8851 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8852 if (!settings
->normal
)
8854 shader_addline(buffer
, "}\n");
8857 shader_addline(buffer
, "dir = normalize(dir);\n");
8858 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8859 shader_addline(buffer
, "}\n");
8862 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8864 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8865 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8866 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8867 shader_addline(buffer
, "dst.x = 1.0;\n");
8868 if (legacy_lighting
)
8870 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8871 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8872 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8876 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8878 shader_addline(buffer
, "dir = normalize(dir);\n");
8879 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8880 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8881 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8882 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8883 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8884 idx
, idx
, idx
, idx
);
8885 if (legacy_lighting
)
8886 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8887 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8890 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8891 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8893 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8894 if (!settings
->normal
)
8896 shader_addline(buffer
, "}\n");
8899 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8900 shader_addline(buffer
, "}\n");
8903 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8905 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8906 if (!settings
->normal
)
8908 shader_addline(buffer
, "att = 1.0;\n");
8909 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8910 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8913 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8915 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8916 if (!settings
->normal
)
8918 shader_addline(buffer
, "att = 1.0;\n");
8919 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8920 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8923 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8924 ambient
, diffuse
, emissive
);
8925 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8926 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8929 /* Context activation is done by the caller. */
8930 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8931 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8933 static const struct attrib_info
8936 const char name
[24];
8940 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8941 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8942 /* TODO: Indexed vertex blending */
8943 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8944 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8945 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8946 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8947 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8949 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8950 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8951 BOOL output_legacy_fogcoord
= legacy_syntax
;
8952 BOOL legacy_lighting
= priv
->legacy_lighting
;
8956 string_buffer_clear(buffer
);
8958 shader_glsl_add_version_declaration(buffer
, gl_info
);
8960 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8961 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8963 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8965 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8967 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8968 shader_addline(buffer
, "layout(location = %u) ", i
);
8969 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8971 shader_addline(buffer
, "\n");
8973 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8974 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8975 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8976 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES
);
8978 shader_addline(buffer
, "uniform struct\n{\n");
8979 shader_addline(buffer
, " vec4 emissive;\n");
8980 shader_addline(buffer
, " vec4 ambient;\n");
8981 shader_addline(buffer
, " vec4 diffuse;\n");
8982 shader_addline(buffer
, " vec4 specular;\n");
8983 shader_addline(buffer
, " float shininess;\n");
8984 shader_addline(buffer
, "} ffp_material;\n");
8986 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8987 shader_addline(buffer
, "uniform struct\n{\n");
8988 shader_addline(buffer
, " vec4 diffuse;\n");
8989 shader_addline(buffer
, " vec4 specular;\n");
8990 shader_addline(buffer
, " vec4 ambient;\n");
8991 shader_addline(buffer
, " vec4 position;\n");
8992 shader_addline(buffer
, " vec3 direction;\n");
8993 shader_addline(buffer
, " float range;\n");
8994 shader_addline(buffer
, " float falloff;\n");
8995 shader_addline(buffer
, " float c_att;\n");
8996 shader_addline(buffer
, " float l_att;\n");
8997 shader_addline(buffer
, " float q_att;\n");
8998 shader_addline(buffer
, " float cos_htheta;\n");
8999 shader_addline(buffer
, " float cos_hphi;\n");
9000 shader_addline(buffer
, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS
);
9002 if (settings
->point_size
)
9004 shader_addline(buffer
, "uniform struct\n{\n");
9005 shader_addline(buffer
, " float size;\n");
9006 shader_addline(buffer
, " float size_min;\n");
9007 shader_addline(buffer
, " float size_max;\n");
9008 shader_addline(buffer
, " float c_att;\n");
9009 shader_addline(buffer
, " float l_att;\n");
9010 shader_addline(buffer
, " float q_att;\n");
9011 shader_addline(buffer
, "} ffp_point;\n");
9016 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9017 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9018 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9019 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9023 if (settings
->clipping
)
9024 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9026 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9027 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9028 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9029 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9032 shader_addline(buffer
, "\nvoid main()\n{\n");
9033 shader_addline(buffer
, "float m;\n");
9034 shader_addline(buffer
, "vec3 r;\n");
9036 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9038 if (attrib_info
[i
].name
[0])
9039 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9040 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9042 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9044 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9045 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9046 && settings
->texcoords
& (1u << i
))
9047 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9050 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9052 if (settings
->transformed
)
9054 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9055 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9056 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9060 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9061 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9063 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9064 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9065 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9067 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9068 if (settings
->clipping
)
9071 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9073 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9074 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9076 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9079 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9080 if (settings
->normal
)
9082 if (!settings
->vertexblends
)
9084 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9088 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9089 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9092 if (settings
->normalize
)
9093 shader_addline(buffer
, "normal = normalize(normal);\n");
9096 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9099 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9100 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9104 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9105 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9108 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9110 BOOL output_legacy_texcoord
= legacy_syntax
;
9112 switch (settings
->texgen
[i
] & 0xffff0000)
9114 case WINED3DTSS_TCI_PASSTHRU
:
9115 if (settings
->texcoords
& (1u << i
))
9116 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9118 else if (shader_glsl_full_ffp_varyings(gl_info
))
9119 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9121 output_legacy_texcoord
= FALSE
;
9124 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9125 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9128 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9129 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9132 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9133 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9134 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9137 case WINED3DTSS_TCI_SPHEREMAP
:
9138 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
9139 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9140 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9141 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9145 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9148 if (output_legacy_texcoord
)
9149 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9152 switch (settings
->fog_mode
)
9154 case WINED3D_FFP_VS_FOG_OFF
:
9155 output_legacy_fogcoord
= FALSE
;
9158 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9159 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9162 case WINED3D_FFP_VS_FOG_RANGE
:
9163 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9166 case WINED3D_FFP_VS_FOG_DEPTH
:
9167 if (settings
->ortho_fog
)
9169 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9170 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9172 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9173 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9175 else if (settings
->transformed
)
9177 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9181 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9186 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9189 if (output_legacy_fogcoord
)
9190 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9192 if (settings
->point_size
)
9194 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9195 " + ffp_point.l_att * length(ec_pos.xyz)"
9196 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9197 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9198 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9201 shader_addline(buffer
, "}\n");
9203 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9204 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9209 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9210 DWORD argnum
, unsigned int stage
, DWORD arg
)
9214 if (arg
== ARG_UNUSED
)
9215 return "<unused arg>";
9217 switch (arg
& WINED3DTA_SELECTMASK
)
9219 case WINED3DTA_DIFFUSE
:
9220 ret
= "ffp_varying_diffuse";
9223 case WINED3DTA_CURRENT
:
9227 case WINED3DTA_TEXTURE
:
9230 case 0: ret
= "tex0"; break;
9231 case 1: ret
= "tex1"; break;
9232 case 2: ret
= "tex2"; break;
9233 case 3: ret
= "tex3"; break;
9234 case 4: ret
= "tex4"; break;
9235 case 5: ret
= "tex5"; break;
9236 case 6: ret
= "tex6"; break;
9237 case 7: ret
= "tex7"; break;
9239 ret
= "<invalid texture>";
9244 case WINED3DTA_TFACTOR
:
9248 case WINED3DTA_SPECULAR
:
9249 ret
= "ffp_varying_specular";
9252 case WINED3DTA_TEMP
:
9256 case WINED3DTA_CONSTANT
:
9259 case 0: ret
= "tss_const0"; break;
9260 case 1: ret
= "tss_const1"; break;
9261 case 2: ret
= "tss_const2"; break;
9262 case 3: ret
= "tss_const3"; break;
9263 case 4: ret
= "tss_const4"; break;
9264 case 5: ret
= "tss_const5"; break;
9265 case 6: ret
= "tss_const6"; break;
9266 case 7: ret
= "tss_const7"; break;
9268 ret
= "<invalid constant>";
9274 return "<unhandled arg>";
9277 if (arg
& WINED3DTA_COMPLEMENT
)
9279 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9282 else if (argnum
== 1)
9284 else if (argnum
== 2)
9288 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9290 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9293 else if (argnum
== 1)
9295 else if (argnum
== 2)
9302 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9303 BOOL alpha
, BOOL tmp_dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9305 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9314 dstreg
= tmp_dst
? "temp_reg" : "ret";
9316 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9317 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9318 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9322 case WINED3D_TOP_DISABLE
:
9325 case WINED3D_TOP_SELECT_ARG1
:
9326 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9329 case WINED3D_TOP_SELECT_ARG2
:
9330 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9333 case WINED3D_TOP_MODULATE
:
9334 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9337 case WINED3D_TOP_MODULATE_4X
:
9338 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9339 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9342 case WINED3D_TOP_MODULATE_2X
:
9343 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9344 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9347 case WINED3D_TOP_ADD
:
9348 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9349 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9352 case WINED3D_TOP_ADD_SIGNED
:
9353 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9354 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9357 case WINED3D_TOP_ADD_SIGNED_2X
:
9358 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9359 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9362 case WINED3D_TOP_SUBTRACT
:
9363 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9364 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9367 case WINED3D_TOP_ADD_SMOOTH
:
9368 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9369 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9372 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9373 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9374 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9375 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9378 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9379 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9380 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9381 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9384 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9385 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9386 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9387 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9390 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9391 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9392 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9393 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9396 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9397 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9398 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9399 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9402 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9403 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9404 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9407 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9408 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9409 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9412 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9413 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9414 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9416 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9417 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9418 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9421 case WINED3D_TOP_BUMPENVMAP
:
9422 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9423 /* These are handled in the first pass, nothing to do. */
9426 case WINED3D_TOP_DOTPRODUCT3
:
9427 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9428 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9431 case WINED3D_TOP_MULTIPLY_ADD
:
9432 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9433 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9436 case WINED3D_TOP_LERP
:
9437 /* MSDN isn't quite right here. */
9438 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9439 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9443 FIXME("Unhandled operation %#x.\n", op
);
9448 /* Context activation is done by the caller. */
9449 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9450 const struct ffp_frag_settings
*settings
, const struct wined3d_context_gl
*context_gl
)
9452 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9453 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9454 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9455 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9456 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
9457 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9458 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9459 UINT lowest_disabled_stage
;
9461 DWORD arg0
, arg1
, arg2
;
9464 string_buffer_clear(buffer
);
9466 /* Find out which textures are read */
9467 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9469 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9472 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9473 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9474 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9476 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9477 || (stage
== 0 && settings
->color_key_enabled
))
9478 tex_map
|= 1u << stage
;
9479 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9480 tfactor_used
= TRUE
;
9481 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9482 tempreg_used
= TRUE
;
9483 if (settings
->op
[stage
].tmp_dst
)
9484 tempreg_used
= TRUE
;
9485 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9486 tss_const_map
|= 1u << stage
;
9488 switch (settings
->op
[stage
].cop
)
9490 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9491 lum_map
|= 1u << stage
;
9493 case WINED3D_TOP_BUMPENVMAP
:
9494 bump_map
|= 1u << stage
;
9496 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9497 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9498 tex_map
|= 1u << stage
;
9501 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9502 tfactor_used
= TRUE
;
9509 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9512 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9513 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9514 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9516 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9517 tex_map
|= 1u << stage
;
9518 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9519 tfactor_used
= TRUE
;
9520 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9521 tempreg_used
= TRUE
;
9522 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9523 tss_const_map
|= 1u << stage
;
9525 lowest_disabled_stage
= stage
;
9527 shader_glsl_add_version_declaration(buffer
, gl_info
);
9529 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9530 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9531 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9532 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9533 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9534 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9536 if (!use_legacy_fragment_output(gl_info
))
9538 shader_addline(buffer
, "vec4 ps_out[1];\n");
9539 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9540 shader_addline(buffer
, "layout(location = 0) ");
9541 shader_addline(buffer
, "out vec4 color_out0;\n");
9544 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9545 shader_addline(buffer
, "vec4 ret;\n");
9546 if (tempreg_used
|| settings
->sRGB_write
)
9547 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9548 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9550 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9552 const char *sampler_type
;
9554 if (tss_const_map
& (1u << stage
))
9555 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9557 if (!(tex_map
& (1u << stage
)))
9560 switch (settings
->op
[stage
].tex_type
)
9562 case WINED3D_GL_RES_TYPE_TEX_1D
:
9563 sampler_type
= "1D";
9565 case WINED3D_GL_RES_TYPE_TEX_2D
:
9566 sampler_type
= "2D";
9568 case WINED3D_GL_RES_TYPE_TEX_3D
:
9569 sampler_type
= "3D";
9571 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9572 sampler_type
= "Cube";
9574 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9575 sampler_type
= "2DRect";
9578 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9579 sampler_type
= NULL
;
9584 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9585 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, NULL
, stage
);
9586 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9589 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9591 if (!(bump_map
& (1u << stage
)))
9593 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9595 if (!(lum_map
& (1u << stage
)))
9597 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9598 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9601 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9602 if (settings
->color_key_enabled
)
9603 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9604 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9606 if (settings
->sRGB_write
)
9608 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9609 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
9610 shader_addline(buffer
, ";\n");
9611 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9612 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
9613 shader_addline(buffer
, ";\n");
9616 shader_addline(buffer
, "uniform struct\n{\n");
9617 shader_addline(buffer
, " vec4 color;\n");
9618 shader_addline(buffer
, " float density;\n");
9619 shader_addline(buffer
, " float end;\n");
9620 shader_addline(buffer
, " float scale;\n");
9621 shader_addline(buffer
, "} ffp_fog;\n");
9623 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9624 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9628 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9629 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9630 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9631 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9632 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9636 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9637 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9638 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9639 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9640 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9643 shader_addline(buffer
, "void main()\n{\n");
9647 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9648 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9651 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9653 if (tex_map
& (1u << stage
))
9655 if (settings
->pointsprite
)
9656 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9657 else if (settings
->texcoords_initialized
& (1u << stage
))
9658 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9659 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9661 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9665 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9666 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9668 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9669 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9671 /* Generate texture sampling instructions */
9672 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9674 const char *texture_function
, *coord_mask
;
9677 if (!(tex_map
& (1u << stage
)))
9680 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9684 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9685 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9691 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9695 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9698 switch (settings
->op
[stage
].tex_type
)
9700 case WINED3D_GL_RES_TYPE_TEX_1D
:
9701 texture_function
= "texture1D";
9704 case WINED3D_GL_RES_TYPE_TEX_2D
:
9705 texture_function
= "texture2D";
9708 case WINED3D_GL_RES_TYPE_TEX_3D
:
9709 texture_function
= "texture3D";
9712 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9713 texture_function
= "textureCube";
9716 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9717 texture_function
= "texture2DRect";
9721 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9722 texture_function
= "";
9723 coord_mask
= "xyzw";
9728 texture_function
= "texture";
9731 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9732 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9734 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9736 /* With projective textures, texbem only divides the static
9737 * texture coordinate, not the displacement, so multiply the
9738 * displacement with the dividing parameter before passing it to
9740 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9742 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9744 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9746 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9750 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9752 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9757 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9760 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
9761 stage
, texture_function
, proj
? "Proj" : "", stage
, coord_mask
, proj
? "w" : "");
9763 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9764 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9765 stage
, stage
- 1, stage
- 1, stage
- 1);
9767 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9769 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9770 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
);
9774 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
9775 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
, coord_mask
, proj
? "w" : "");
9778 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9779 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9780 settings
->op
[stage
].color_fixup
);
9783 if (settings
->color_key_enabled
)
9784 shader_glsl_generate_colour_key_test(buffer
, "tex0", "color_key[0]", "color_key[1]");
9786 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9788 /* Generate the main shader */
9789 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9793 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9796 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9797 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9798 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9799 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9800 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9801 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9802 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9803 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9804 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9805 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9806 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9807 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9809 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9810 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9811 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9812 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9814 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9816 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9817 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9818 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9822 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9823 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9824 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9826 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9827 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9829 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9830 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9831 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9832 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9833 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9834 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9838 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9839 get_fragment_output(gl_info
));
9841 if (settings
->sRGB_write
)
9842 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9844 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9846 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9847 if (!use_legacy_fragment_output(gl_info
))
9848 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9850 shader_addline(buffer
, "}\n");
9852 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9853 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9855 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9859 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9860 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9862 struct glsl_ffp_vertex_shader
*shader
;
9863 const struct wine_rb_entry
*entry
;
9865 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9866 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9868 if (!(shader
= heap_alloc(sizeof(*shader
))))
9871 shader
->desc
.settings
= *settings
;
9872 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9873 list_init(&shader
->linked_programs
);
9874 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9875 ERR("Failed to insert ffp vertex shader.\n");
9880 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9881 const struct ffp_frag_settings
*args
, const struct wined3d_context_gl
*context_gl
)
9883 struct glsl_ffp_fragment_shader
*glsl_desc
;
9884 const struct ffp_frag_desc
*desc
;
9886 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9887 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9889 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9892 glsl_desc
->entry
.settings
= *args
;
9893 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context_gl
);
9894 list_init(&glsl_desc
->linked_programs
);
9895 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9901 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9902 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9905 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9907 for (i
= 0; i
< vs_c_count
; ++i
)
9909 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9910 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9912 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9914 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9916 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9917 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9920 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9922 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9923 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9926 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9927 vs
->base_vertex_id_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "base_vertex_id"));
9929 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9931 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9932 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9934 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9935 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9936 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9938 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9939 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9941 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9942 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9943 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9944 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9945 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9946 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9947 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
9949 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9950 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9951 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9952 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9953 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9954 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9955 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9956 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9957 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9958 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9959 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9960 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9961 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9962 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9963 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9964 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9965 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9966 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9967 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9968 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9969 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9970 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9971 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9972 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9974 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
9975 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
9976 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
9977 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
9978 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
9979 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
9980 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
9982 string_buffer_release(&priv
->string_buffers
, name
);
9985 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9986 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
9988 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9991 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9992 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
9994 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9997 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9998 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10001 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10003 for (i
= 0; i
< ps_c_count
; ++i
)
10005 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10006 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10008 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10010 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10012 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10013 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10016 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10018 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10019 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10022 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10024 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10025 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10026 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10027 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10028 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10029 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10030 string_buffer_sprintf(name
, "tss_const%u", i
);
10031 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10034 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10035 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10037 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10038 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10039 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10040 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10042 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10044 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10045 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10046 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10048 string_buffer_release(&priv
->string_buffers
, name
);
10051 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10052 const struct wined3d_context_gl
*context_gl
, struct wined3d_shader
*shader
)
10054 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10055 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10056 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10057 struct glsl_cs_compiled_shader
*gl_shaders
;
10058 struct glsl_shader_private
*shader_data
;
10059 struct glsl_shader_prog_link
*entry
;
10060 GLuint shader_id
, program_id
;
10062 if (!(entry
= heap_alloc(sizeof(*entry
))))
10064 ERR("Out of memory.\n");
10065 return E_OUTOFMEMORY
;
10068 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10070 ERR("Failed to allocate backend data.\n");
10072 return E_OUTOFMEMORY
;
10074 shader_data
= shader
->backend_data
;
10076 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10078 ERR("Failed to allocate GL shader array.\n");
10080 heap_free(shader
->backend_data
);
10081 shader
->backend_data
= NULL
;
10082 return E_OUTOFMEMORY
;
10084 shader_data
->shader_array_size
= 1;
10085 gl_shaders
= shader_data
->gl_shaders
.cs
;
10087 TRACE("Compiling compute shader %p.\n", shader
);
10089 string_buffer_clear(buffer
);
10090 shader_id
= shader_glsl_generate_compute_shader(context_gl
, buffer
, &priv
->string_buffers
, shader
);
10091 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10093 program_id
= GL_EXTCALL(glCreateProgram());
10094 TRACE("Created new GLSL shader program %u.\n", program_id
);
10096 entry
->id
= program_id
;
10102 entry
->cs
.id
= shader_id
;
10103 entry
->constant_version
= 0;
10104 entry
->shader_controlled_clip_distances
= 0;
10105 entry
->ps
.np2_fixup_info
= NULL
;
10106 add_glsl_program_entry(priv
, entry
);
10108 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10109 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10110 checkGLcall("glAttachShader");
10112 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10114 TRACE("Linking GLSL shader program %u.\n", program_id
);
10115 GL_EXTCALL(glLinkProgram(program_id
));
10116 shader_glsl_validate_link(gl_info
, program_id
);
10118 GL_EXTCALL(glUseProgram(program_id
));
10119 checkGLcall("glUseProgram");
10120 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, shader
);
10121 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10123 entry
->constant_update_mask
= 0;
10125 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10126 checkGLcall("glUseProgram");
10130 static GLuint
find_glsl_compute_shader(const struct wined3d_context_gl
*context_gl
,
10131 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10133 struct glsl_shader_private
*shader_data
;
10135 if (!shader
->backend_data
)
10137 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10138 if (FAILED(shader_glsl_compile_compute_shader(priv
, context_gl
, shader
)))
10140 ERR("Failed to compile compute shader %p.\n", shader
);
10144 shader_data
= shader
->backend_data
;
10145 return shader_data
->gl_shaders
.cs
[0].id
;
10148 /* Context activation is done by the caller. */
10149 static void set_glsl_compute_shader_program(const struct wined3d_context_gl
*context_gl
,
10150 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10152 struct glsl_shader_prog_link
*entry
;
10153 struct wined3d_shader
*shader
;
10154 struct glsl_program_key key
;
10157 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10160 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10162 WARN("Compute shader is NULL.\n");
10163 ctx_data
->glsl_program
= NULL
;
10167 cs_id
= find_glsl_compute_shader(context_gl
, priv
, shader
);
10168 memset(&key
, 0, sizeof(key
));
10170 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10171 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10172 ctx_data
->glsl_program
= entry
;
10175 /* Context activation is done by the caller. */
10176 static void set_glsl_shader_program(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
10177 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10179 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
10180 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10181 const struct wined3d_shader
*pre_rasterization_shader
;
10182 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10183 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10184 struct glsl_shader_prog_link
*entry
= NULL
;
10185 struct wined3d_shader
*vshader
= NULL
;
10186 struct wined3d_shader
*pshader
= NULL
;
10187 GLuint reorder_shader_id
= 0;
10188 struct glsl_program_key key
;
10196 struct list
*ps_list
, *vs_list
;
10198 struct wined3d_string_buffer
*tmp_name
;
10200 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10202 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10203 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10206 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10208 else if (use_vs(state
))
10210 struct vs_compile_args vs_compile_args
;
10212 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10214 find_vs_compile_args(state
, vshader
, context_gl
->c
.stream_info
.swizzle_map
, &vs_compile_args
, &context_gl
->c
);
10215 vs_id
= find_glsl_vertex_shader(context_gl
, priv
, vshader
, &vs_compile_args
);
10216 vs_list
= &vshader
->linked_programs
;
10218 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10220 struct glsl_ffp_vertex_shader
*ffp_shader
;
10221 struct wined3d_ffp_vs_settings settings
;
10223 wined3d_ffp_get_vs_settings(&context_gl
->c
, state
, &settings
);
10224 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10225 vs_id
= ffp_shader
->id
;
10226 vs_list
= &ffp_shader
->linked_programs
;
10229 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10230 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10231 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10233 hs_id
= find_glsl_hull_shader(context_gl
, priv
, hshader
);
10235 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10236 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10238 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10242 struct ds_compile_args args
;
10244 find_ds_compile_args(state
, dshader
, &args
, &context_gl
->c
);
10245 ds_id
= find_glsl_domain_shader(context_gl
, priv
, dshader
, &args
);
10248 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10249 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10251 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10255 struct gs_compile_args args
;
10257 find_gs_compile_args(state
, gshader
, &args
, &context_gl
->c
);
10258 gs_id
= find_glsl_geometry_shader(context_gl
, priv
, gshader
, &args
);
10261 /* A pixel shader is not used when rasterization is disabled. */
10262 if (is_rasterization_disabled(gshader
))
10267 else if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10269 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10270 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10273 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10275 else if (use_ps(state
))
10277 struct ps_compile_args ps_compile_args
;
10278 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10279 find_ps_compile_args(state
, pshader
, context_gl
->c
.stream_info
.position_transformed
,
10280 &ps_compile_args
, &context_gl
->c
);
10281 ps_id
= find_glsl_fragment_shader(context_gl
, &priv
->shader_buffer
, &priv
->string_buffers
,
10282 pshader
, &ps_compile_args
, &np2fixup_info
);
10283 ps_list
= &pshader
->linked_programs
;
10285 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10286 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10288 struct glsl_ffp_fragment_shader
*ffp_shader
;
10289 struct ffp_frag_settings settings
;
10291 gen_ffp_frag_op(&context_gl
->c
, state
, &settings
, FALSE
);
10292 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context_gl
);
10293 ps_id
= ffp_shader
->id
;
10294 ps_list
= &ffp_shader
->linked_programs
;
10303 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10305 ctx_data
->glsl_program
= entry
;
10309 /* If we get to this point, then no matching program exists, so we create one */
10310 program_id
= GL_EXTCALL(glCreateProgram());
10311 TRACE("Created new GLSL shader program %u.\n", program_id
);
10313 /* Create the entry */
10314 entry
= heap_alloc(sizeof(*entry
));
10315 entry
->id
= program_id
;
10316 entry
->vs
.id
= vs_id
;
10317 entry
->hs
.id
= hs_id
;
10318 entry
->ds
.id
= ds_id
;
10319 entry
->gs
.id
= gs_id
;
10320 entry
->ps
.id
= ps_id
;
10322 entry
->constant_version
= 0;
10323 entry
->shader_controlled_clip_distances
= 0;
10324 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10325 /* Add the hash table entry */
10326 add_glsl_program_entry(priv
, entry
);
10328 /* Set the current program */
10329 ctx_data
->glsl_program
= entry
;
10331 /* Attach GLSL vshader */
10334 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10335 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10336 checkGLcall("glAttachShader");
10338 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10343 attribs_map
= vshader
->reg_maps
.input_registers
;
10344 if (vshader
->reg_maps
.shader_version
.major
< 4)
10346 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10347 state
->primitive_type
== WINED3D_PT_POINTLIST
&& vshader
->reg_maps
.point_size
,
10348 d3d_info
->emulated_flatshading
10349 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10350 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10351 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10352 checkGLcall("glAttachShader");
10353 /* Flag the reorder function for deletion, it will be freed
10354 * automatically when the program is destroyed. */
10355 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10360 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10363 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10365 /* Bind vertex attributes to a corresponding index number to match
10366 * the same index numbers as ARB_vertex_programs (makes loading
10367 * vertex attributes simpler). With this method, we can use the
10368 * exact same code to load the attributes later for both ARB and
10371 * We have to do this here because we need to know the Program ID
10372 * in order to make the bindings work, and it has to be done prior
10373 * to linking the GLSL program. */
10374 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10375 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10377 if (!(attribs_map
& 1))
10380 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10381 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10382 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10384 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10385 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10386 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10387 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10390 checkGLcall("glBindAttribLocation");
10392 if (!use_legacy_fragment_output(gl_info
))
10394 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
10396 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10397 if (state
->blend_state
&& state
->blend_state
->dual_source
)
10398 GL_EXTCALL(glBindFragDataLocationIndexed(program_id
, 0, i
, tmp_name
->buffer
));
10400 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10401 checkGLcall("glBindFragDataLocation");
10404 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10409 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10410 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10411 checkGLcall("glAttachShader");
10413 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10418 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10419 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10420 checkGLcall("glAttachShader");
10422 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10427 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10428 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10429 checkGLcall("glAttachShader");
10431 shader_glsl_init_transform_feedback(context_gl
, priv
, program_id
, gshader
);
10433 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10436 /* Attach GLSL pshader */
10439 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10440 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10441 checkGLcall("glAttachShader");
10443 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10446 /* Link the program */
10447 TRACE("Linking GLSL shader program %u.\n", program_id
);
10448 GL_EXTCALL(glLinkProgram(program_id
));
10449 shader_glsl_validate_link(gl_info
, program_id
);
10451 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10452 vshader
? vshader
->limits
->constant_float
: 0);
10453 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10454 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10455 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10456 pshader
? pshader
->limits
->constant_float
: 0);
10457 checkGLcall("find glsl program uniform locations");
10459 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10460 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10462 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10463 entry
->shader_controlled_clip_distances
= 1;
10464 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10467 if (needs_legacy_glsl_syntax(gl_info
))
10469 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10470 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10472 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10473 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10477 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10482 /* With core profile we never change vertex_color_clamp from
10483 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10484 * glClampColorARB(). */
10485 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10488 /* Set the shader to allow uniform loading on it */
10489 GL_EXTCALL(glUseProgram(program_id
));
10490 checkGLcall("glUseProgram");
10492 entry
->constant_update_mask
= 0;
10495 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10496 if (vshader
->reg_maps
.integer_constants
)
10497 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10498 if (vshader
->reg_maps
.boolean_constants
)
10499 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10500 if (entry
->vs
.pos_fixup_location
!= -1)
10501 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10502 if (entry
->vs
.base_vertex_id_location
!= -1)
10503 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
10505 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, vshader
);
10509 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10510 | WINED3D_SHADER_CONST_FFP_PROJ
;
10512 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10514 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10516 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10521 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10523 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10525 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10529 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10530 || entry
->vs
.material_specular_location
!= -1
10531 || entry
->vs
.material_emissive_location
!= -1
10532 || entry
->vs
.material_shininess_location
!= -1)
10533 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10534 if (entry
->vs
.light_ambient_location
!= -1)
10535 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10537 if (entry
->vs
.clip_planes_location
!= -1)
10538 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10539 if (entry
->vs
.pointsize_min_location
!= -1)
10540 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10543 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, hshader
);
10547 if (entry
->ds
.pos_fixup_location
!= -1)
10548 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10550 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, dshader
);
10555 if (entry
->gs
.pos_fixup_location
!= -1)
10556 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10558 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, gshader
);
10565 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10566 if (pshader
->reg_maps
.integer_constants
)
10567 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10568 if (pshader
->reg_maps
.boolean_constants
)
10569 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10570 if (entry
->ps
.ycorrection_location
!= -1)
10571 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10573 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, pshader
);
10574 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10578 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10580 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, NULL
);
10583 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10585 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10587 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10592 if (entry
->ps
.fog_color_location
!= -1)
10593 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10594 if (entry
->ps
.alpha_test_ref_location
!= -1)
10595 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10596 if (entry
->ps
.np2_fixup_location
!= -1)
10597 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10598 if (entry
->ps
.color_key_location
!= -1)
10599 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10603 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10605 struct wined3d_device
*device
= shader
->device
;
10606 struct wined3d_context
*context
;
10608 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10610 context
= context_acquire(device
, NULL
, 0);
10611 shader_glsl_compile_compute_shader(shader_priv
, wined3d_context_gl(context
), shader
);
10612 context_release(context
);
10616 /* Context activation is done by the caller. */
10617 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10618 const struct wined3d_state
*state
)
10620 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10621 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10622 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10623 struct shader_glsl_priv
*priv
= shader_priv
;
10624 struct glsl_shader_prog_link
*glsl_program
;
10625 GLenum current_vertex_color_clamp
;
10626 GLuint program_id
, prev_id
;
10628 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
10629 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
10631 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10632 set_glsl_shader_program(context_gl
, state
, priv
, ctx_data
);
10633 glsl_program
= ctx_data
->glsl_program
;
10637 program_id
= glsl_program
->id
;
10638 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10639 if (glsl_program
->shader_controlled_clip_distances
)
10640 wined3d_context_gl_enable_clip_distances(context_gl
, glsl_program
->clip_distance_mask
);
10645 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10648 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10650 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10651 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10653 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10654 checkGLcall("glClampColorARB");
10658 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10662 TRACE("Using GLSL program %u.\n", program_id
);
10664 if (prev_id
!= program_id
)
10666 GL_EXTCALL(glUseProgram(program_id
));
10667 checkGLcall("glUseProgram");
10670 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10673 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10676 /* Context activation is done by the caller. */
10677 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10678 const struct wined3d_state
*state
)
10680 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10681 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10682 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10683 struct shader_glsl_priv
*priv
= shader_priv
;
10684 GLuint program_id
, prev_id
;
10686 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10687 set_glsl_compute_shader_program(context_gl
, state
, priv
, ctx_data
);
10688 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10690 TRACE("Using GLSL program %u.\n", program_id
);
10692 if (prev_id
!= program_id
)
10694 GL_EXTCALL(glUseProgram(program_id
));
10695 checkGLcall("glUseProgram");
10698 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10699 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10700 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10701 | (1u << WINED3D_SHADER_TYPE_HULL
)
10702 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10705 /* "context" is not necessarily the currently active context. */
10706 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10708 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10710 ctx_data
->glsl_program
= NULL
;
10711 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10712 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10713 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10714 | (1u << WINED3D_SHADER_TYPE_HULL
)
10715 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10716 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10719 /* Context activation is done by the caller. */
10720 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10722 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10723 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10724 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10725 struct shader_glsl_priv
*priv
= shader_priv
;
10727 shader_glsl_invalidate_current_program(context
);
10728 GL_EXTCALL(glUseProgram(0));
10729 checkGLcall("glUseProgram");
10731 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
10732 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
10734 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10736 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10737 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10738 checkGLcall("glClampColorARB");
10742 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10743 const struct glsl_shader_prog_link
*program
)
10745 const struct glsl_context_data
*ctx_data
;
10746 struct wined3d_context
*context
;
10749 for (i
= 0; i
< device
->context_count
; ++i
)
10751 context
= device
->contexts
[i
];
10752 ctx_data
= context
->shader_backend_data
;
10754 if (ctx_data
->glsl_program
== program
)
10755 shader_glsl_invalidate_current_program(context
);
10759 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10761 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10762 struct wined3d_device
*device
= shader
->device
;
10763 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10764 const struct wined3d_gl_info
*gl_info
;
10765 const struct list
*linked_programs
;
10766 struct wined3d_context
*context
;
10768 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10770 heap_free(shader_data
);
10771 shader
->backend_data
= NULL
;
10775 context
= context_acquire(device
, NULL
, 0);
10776 gl_info
= wined3d_context_gl(context
)->gl_info
;
10778 TRACE("Deleting linked programs.\n");
10779 linked_programs
= &shader
->linked_programs
;
10780 if (linked_programs
->next
)
10782 struct glsl_shader_prog_link
*entry
, *entry2
;
10785 switch (shader
->reg_maps
.shader_version
.type
)
10787 case WINED3D_SHADER_TYPE_PIXEL
:
10789 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10791 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10793 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10794 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10795 checkGLcall("glDeleteShader");
10797 heap_free(shader_data
->gl_shaders
.ps
);
10799 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10800 struct glsl_shader_prog_link
, ps
.shader_entry
)
10802 shader_glsl_invalidate_contexts_program(device
, entry
);
10803 delete_glsl_program_entry(priv
, gl_info
, entry
);
10809 case WINED3D_SHADER_TYPE_VERTEX
:
10811 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10813 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10815 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10816 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10817 checkGLcall("glDeleteShader");
10819 heap_free(shader_data
->gl_shaders
.vs
);
10821 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10822 struct glsl_shader_prog_link
, vs
.shader_entry
)
10824 shader_glsl_invalidate_contexts_program(device
, entry
);
10825 delete_glsl_program_entry(priv
, gl_info
, entry
);
10831 case WINED3D_SHADER_TYPE_HULL
:
10833 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10835 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10837 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10838 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10839 checkGLcall("glDeleteShader");
10841 heap_free(shader_data
->gl_shaders
.hs
);
10843 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10844 struct glsl_shader_prog_link
, hs
.shader_entry
)
10846 shader_glsl_invalidate_contexts_program(device
, entry
);
10847 delete_glsl_program_entry(priv
, gl_info
, entry
);
10853 case WINED3D_SHADER_TYPE_DOMAIN
:
10855 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10857 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10859 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10860 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10861 checkGLcall("glDeleteShader");
10863 heap_free(shader_data
->gl_shaders
.ds
);
10865 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10866 struct glsl_shader_prog_link
, ds
.shader_entry
)
10868 shader_glsl_invalidate_contexts_program(device
, entry
);
10869 delete_glsl_program_entry(priv
, gl_info
, entry
);
10875 case WINED3D_SHADER_TYPE_GEOMETRY
:
10877 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10879 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10881 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10882 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10883 checkGLcall("glDeleteShader");
10885 heap_free(shader_data
->gl_shaders
.gs
);
10887 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10888 struct glsl_shader_prog_link
, gs
.shader_entry
)
10890 shader_glsl_invalidate_contexts_program(device
, entry
);
10891 delete_glsl_program_entry(priv
, gl_info
, entry
);
10897 case WINED3D_SHADER_TYPE_COMPUTE
:
10899 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10901 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10903 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10904 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10905 checkGLcall("glDeleteShader");
10907 heap_free(shader_data
->gl_shaders
.cs
);
10909 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10910 struct glsl_shader_prog_link
, cs
.shader_entry
)
10912 shader_glsl_invalidate_contexts_program(device
, entry
);
10913 delete_glsl_program_entry(priv
, gl_info
, entry
);
10920 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10925 heap_free(shader
->backend_data
);
10926 shader
->backend_data
= NULL
;
10928 context_release(context
);
10931 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10933 const struct glsl_program_key
*k
= key
;
10934 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10935 const struct glsl_shader_prog_link
, program_lookup_entry
);
10937 if (k
->vs_id
> prog
->vs
.id
) return 1;
10938 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10940 if (k
->gs_id
> prog
->gs
.id
) return 1;
10941 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10943 if (k
->ps_id
> prog
->ps
.id
) return 1;
10944 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10946 if (k
->hs_id
> prog
->hs
.id
) return 1;
10947 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10949 if (k
->ds_id
> prog
->ds
.id
) return 1;
10950 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10952 if (k
->cs_id
> prog
->cs
.id
) return 1;
10953 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10958 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10960 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10961 + constant_count
* sizeof(*heap
->contained
)
10962 + constant_count
* sizeof(*heap
->positions
);
10965 if (!(mem
= heap_alloc(size
)))
10967 ERR("Failed to allocate memory\n");
10971 heap
->entries
= mem
;
10972 heap
->entries
[1].version
= 0;
10973 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10974 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10975 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10981 static void constant_heap_free(struct constant_heap
*heap
)
10983 heap_free(heap
->entries
);
10986 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
10987 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
10989 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
10990 struct fragment_caps fragment_caps
;
10991 void *vertex_priv
, *fragment_priv
;
10992 struct shader_glsl_priv
*priv
;
10994 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
10995 return E_OUTOFMEMORY
;
10997 string_buffer_list_init(&priv
->string_buffers
);
10999 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11001 ERR("Failed to initialize vertex pipe.\n");
11006 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11008 ERR("Failed to initialize fragment pipe.\n");
11009 vertex_pipe
->vp_free(device
, NULL
);
11014 if (!string_buffer_init(&priv
->shader_buffer
))
11016 ERR("Failed to initialize shader buffer.\n");
11020 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11022 ERR("Failed to allocate memory.\n");
11026 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11028 ERR("Failed to initialize vertex shader constant heap\n");
11032 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11034 ERR("Failed to initialize pixel shader constant heap\n");
11038 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11040 priv
->next_constant_version
= 1;
11041 priv
->vertex_pipe
= vertex_pipe
;
11042 priv
->fragment_pipe
= fragment_pipe
;
11043 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
11044 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
11045 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11047 device
->vertex_priv
= vertex_priv
;
11048 device
->fragment_priv
= fragment_priv
;
11049 device
->shader_priv
= priv
;
11054 constant_heap_free(&priv
->pconst_heap
);
11055 constant_heap_free(&priv
->vconst_heap
);
11056 heap_free(priv
->stack
);
11057 string_buffer_free(&priv
->shader_buffer
);
11058 fragment_pipe
->free_private(device
, NULL
);
11059 vertex_pipe
->vp_free(device
, NULL
);
11061 return E_OUTOFMEMORY
;
11064 /* Context activation is done by the caller. */
11065 static void shader_glsl_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11067 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11069 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11070 constant_heap_free(&priv
->pconst_heap
);
11071 constant_heap_free(&priv
->vconst_heap
);
11072 heap_free(priv
->stack
);
11073 string_buffer_list_cleanup(&priv
->string_buffers
);
11074 string_buffer_free(&priv
->shader_buffer
);
11075 priv
->fragment_pipe
->free_private(device
, context
);
11076 priv
->vertex_pipe
->vp_free(device
, context
);
11078 heap_free(device
->shader_priv
);
11079 device
->shader_priv
= NULL
;
11082 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11084 struct glsl_context_data
*ctx_data
;
11086 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11088 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11089 context
->shader_backend_data
= ctx_data
;
11093 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11095 heap_free(context
->shader_backend_data
);
11098 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11100 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11101 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11103 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11104 checkGLcall("GL_PROGRAM_POINT_SIZE");
11107 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11109 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11110 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11111 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11114 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11115 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11116 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11117 && gl_info
->supported
[ARB_GPU_SHADER5
]
11118 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11119 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11120 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11121 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11122 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11123 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11124 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11127 if (shader_model_4
)
11130 /* Support for texldd and texldl instructions in pixel shaders is required
11132 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11138 static void shader_glsl_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
11140 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11141 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11143 TRACE("Shader model %u.\n", shader_model
);
11145 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11146 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11147 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11148 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11149 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11150 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11152 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11153 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11155 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11156 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11157 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11159 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11160 * Direct3D minimum requirement.
11162 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11163 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11165 * The problem is that the refrast clamps temporary results in the shader to
11166 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11167 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11168 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11169 * offer a way to query this.
11171 if (shader_model
>= 4)
11172 caps
->ps_1x_max_value
= FLT_MAX
;
11174 caps
->ps_1x_max_value
= 1024.0f
;
11176 /* Ideally we'd only set caps like sRGB writes here if supported by both
11177 * the shader backend and the fragment pipe, but we can get called before
11178 * shader_glsl_alloc(). */
11179 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11180 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11181 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
11182 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION
;
11183 if (shader_glsl_full_ffp_varyings(gl_info
))
11184 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS
;
11187 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11189 /* We support everything except YUV conversions. */
11190 return !is_complex_fixup(fixup
);
11193 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11195 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11196 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11197 /* WINED3DSIH_AND */ shader_glsl_binop
,
11198 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11199 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11200 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11201 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11202 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11203 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11204 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11205 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11206 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11207 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11208 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11209 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11210 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11211 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11212 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11213 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11214 /* WINED3DSIH_CALL */ shader_glsl_call
,
11215 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11216 /* WINED3DSIH_CASE */ shader_glsl_case
,
11217 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11218 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11219 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11220 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11221 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11222 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11223 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11224 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11225 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11226 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11227 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11228 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11229 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11230 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11231 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11232 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11233 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11234 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11235 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11236 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11237 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11238 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11239 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11240 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11241 /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop
,
11242 /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop
,
11243 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11244 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11245 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11246 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11247 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11248 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11249 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11250 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11251 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11252 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11253 /* WINED3DSIH_DCL_STREAM */ NULL
,
11254 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11255 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11256 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11257 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11258 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11259 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11260 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11261 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11262 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11263 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11264 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11265 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11266 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11267 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11268 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11269 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11270 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11271 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11272 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11273 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11274 /* WINED3DSIH_DST */ shader_glsl_dst
,
11275 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11276 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11277 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11278 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11279 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11280 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11281 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11282 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11283 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11284 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11285 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11286 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11287 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11288 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11289 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate
,
11290 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11291 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11292 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11293 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11294 /* WINED3DSIH_FCALL */ NULL
,
11295 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11296 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11297 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11298 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11299 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11300 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11301 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11302 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11303 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11304 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11305 /* WINED3DSIH_GE */ shader_glsl_relop
,
11306 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11307 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11308 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11309 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11310 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11311 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11312 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11313 /* WINED3DSIH_IF */ shader_glsl_if
,
11314 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11315 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11316 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11317 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11318 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11319 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11320 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11321 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11322 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11323 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11324 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11325 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11326 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11327 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11328 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11329 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11330 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11331 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11332 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11333 /* WINED3DSIH_INE */ shader_glsl_relop
,
11334 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11335 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11336 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11337 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11338 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11339 /* WINED3DSIH_LD */ shader_glsl_ld
,
11340 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11341 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11342 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11343 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11344 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11345 /* WINED3DSIH_LOD */ NULL
,
11346 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11347 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11348 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11349 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11350 /* WINED3DSIH_LT */ shader_glsl_relop
,
11351 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11352 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11353 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11354 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11355 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11356 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11357 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11358 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11359 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11360 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11361 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11362 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11363 /* WINED3DSIH_NE */ shader_glsl_relop
,
11364 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11365 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11366 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11367 /* WINED3DSIH_OR */ shader_glsl_binop
,
11368 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11369 /* WINED3DSIH_POW */ shader_glsl_pow
,
11370 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11371 /* WINED3DSIH_REP */ shader_glsl_rep
,
11372 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11373 /* WINED3DSIH_RET */ shader_glsl_ret
,
11374 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11375 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11376 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11377 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11378 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11379 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11380 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11381 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11382 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11383 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11384 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11385 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11386 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11387 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11388 /* WINED3DSIH_SETP */ NULL
,
11389 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11390 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11391 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11392 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11393 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11394 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11395 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11396 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11397 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11398 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11399 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11400 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11401 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11402 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11403 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11404 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11405 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11406 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11407 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11408 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11409 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11410 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11411 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11412 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11413 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11414 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11415 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11416 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11417 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11418 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11419 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11420 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11421 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11422 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11423 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11424 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11425 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11426 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11427 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11428 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11429 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11430 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11431 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11432 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11435 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11436 SHADER_HANDLER hw_fct
;
11438 /* Select handler */
11439 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11441 /* Unhandled opcode */
11444 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11449 shader_glsl_add_instruction_modifiers(ins
);
11452 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11454 struct shader_glsl_priv
*priv
= shader_priv
;
11456 return priv
->ffp_proj_control
;
11459 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11461 shader_glsl_handle_instruction
,
11462 shader_glsl_precompile
,
11463 shader_glsl_select
,
11464 shader_glsl_select_compute
,
11465 shader_glsl_disable
,
11466 shader_glsl_update_float_vertex_constants
,
11467 shader_glsl_update_float_pixel_constants
,
11468 shader_glsl_load_constants
,
11469 shader_glsl_destroy
,
11472 shader_glsl_allocate_context_data
,
11473 shader_glsl_free_context_data
,
11474 shader_glsl_init_context_state
,
11475 shader_glsl_get_caps
,
11476 shader_glsl_color_fixup_supported
,
11477 shader_glsl_has_ffp_proj_control
,
11480 static void glsl_vertex_pipe_vp_enable(const struct wined3d_context
*context
, BOOL enable
) {}
11482 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
11484 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11486 caps
->xyzrhw
= TRUE
;
11487 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11488 caps
->ffp_generic_attributes
= TRUE
;
11489 caps
->max_active_lights
= WINED3D_MAX_ACTIVE_LIGHTS
;
11490 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11491 caps
->max_vertex_blend_matrix_index
= 0;
11492 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11493 | WINED3DVTXPCAPS_MATERIALSOURCE7
11494 | WINED3DVTXPCAPS_VERTEXFOG
11495 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11496 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11497 | WINED3DVTXPCAPS_LOCALVIEWER
11498 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11499 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11500 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11501 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11504 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11506 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11507 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11511 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11513 struct shader_glsl_priv
*priv
;
11515 if (shader_backend
== &glsl_shader_backend
)
11517 priv
= shader_priv
;
11518 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11522 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11527 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *param
)
11529 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11530 struct glsl_ffp_vertex_shader
, desc
.entry
);
11531 struct glsl_shader_prog_link
*program
, *program2
;
11532 struct glsl_ffp_destroy_ctx
*ctx
= param
;
11533 const struct wined3d_gl_info
*gl_info
;
11535 gl_info
= ctx
->context_gl
->gl_info
;
11536 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11537 struct glsl_shader_prog_link
, vs
.shader_entry
)
11539 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
11541 GL_EXTCALL(glDeleteShader(shader
->id
));
11545 /* Context activation is done by the caller. */
11546 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11548 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11549 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11550 struct glsl_ffp_destroy_ctx ctx
;
11553 ctx
.context_gl
= context_gl
;
11554 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11557 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11558 const struct wined3d_state
*state
, DWORD state_id
) {}
11560 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11561 const struct wined3d_state
*state
, DWORD state_id
)
11563 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11566 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11567 const struct wined3d_state
*state
, DWORD state_id
)
11569 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11570 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11571 BOOL specular
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_SPECULAR
));
11572 BOOL diffuse
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
));
11573 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11574 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11575 BOOL transformed
= context
->stream_info
.position_transformed
;
11576 BOOL wasrhw
= context
->last_was_rhw
;
11579 context
->last_was_rhw
= transformed
;
11581 /* If the vertex declaration contains a transformed position attribute,
11582 * the draw uses the fixed function vertex pipeline regardless of any
11583 * vertex shader set by the application. */
11584 if (transformed
!= wasrhw
11585 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11586 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11588 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11590 if (!use_vs(state
))
11592 if (context
->last_was_vshader
)
11594 if (legacy_clip_planes
)
11595 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11596 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11598 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11601 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11603 /* Because of settings->texcoords, we have to regenerate the vertex
11604 * shader on a vdecl change if there aren't enough varyings to just
11605 * always output all the texture coordinates.
11607 * Likewise, we have to invalidate the shader when using per-vertex
11608 * colours and diffuse/specular attribute presence changes, or when
11609 * normal presence changes. */
11610 if (!shader_glsl_full_ffp_varyings(gl_info
) || (state
->render_states
[WINED3D_RS_COLORVERTEX
]
11611 && (diffuse
!= context
->last_was_diffuse
|| specular
!= context
->last_was_specular
))
11612 || normal
!= context
->last_was_normal
)
11613 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11616 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11617 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11618 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11622 if (!context
->last_was_vshader
)
11624 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11625 if (legacy_clip_planes
)
11626 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11627 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11629 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11633 context
->last_was_vshader
= use_vs(state
);
11634 context
->last_was_diffuse
= diffuse
;
11635 context
->last_was_specular
= specular
;
11636 context
->last_was_normal
= normal
;
11639 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11640 const struct wined3d_state
*state
, DWORD state_id
)
11642 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11643 /* Different vertex shaders potentially require a different vertex attributes setup. */
11644 if (!isStateDirty(context
, STATE_VDECL
))
11645 context_apply_state(context
, state
, STATE_VDECL
);
11648 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11649 const struct wined3d_state
*state
, DWORD state_id
)
11651 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11652 * winding) are defined in Hull Shaders, while in GLSL those are
11653 * specified in Tessellation Evaluation Shaders. */
11654 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11656 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11657 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11660 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11661 const struct wined3d_state
*state
, DWORD state_id
)
11663 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11664 BOOL rasterization_disabled
;
11666 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11667 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11668 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11669 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11671 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11672 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11673 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11674 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11675 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11678 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11679 const struct wined3d_state
*state
, DWORD state_id
)
11681 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11682 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11683 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11684 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11685 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11686 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11687 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11690 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11691 const struct wined3d_state
*state
, DWORD state_id
)
11693 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11696 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11697 const struct wined3d_state
*state
, DWORD state_id
)
11699 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11702 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11704 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11705 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11708 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11709 | WINED3D_SHADER_CONST_FFP_LIGHTS
11710 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11712 if (needs_legacy_glsl_syntax(gl_info
))
11714 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11716 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11717 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11722 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11726 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11727 const struct wined3d_state
*state
, DWORD state_id
)
11729 /* Table fog behavior depends on the projection matrix. */
11730 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11731 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11732 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11733 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11736 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11737 const struct wined3d_state
*state
, DWORD state_id
)
11739 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11740 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11741 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11742 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11743 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11744 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11747 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11748 const struct wined3d_state
*state
, DWORD state_id
)
11750 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11753 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11754 const struct wined3d_state
*state
, DWORD state_id
)
11756 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11757 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11763 if (sampler
>= WINED3D_MAX_TEXTURES
)
11766 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11767 || context
->lastWasPow2Texture
& (1u << sampler
))
11770 context
->lastWasPow2Texture
|= 1u << sampler
;
11772 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11774 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11778 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11779 const struct wined3d_state
*state
, DWORD state_id
)
11781 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11784 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11785 const struct wined3d_state
*state
, DWORD state_id
)
11787 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11790 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11791 const struct wined3d_state
*state
, DWORD state_id
)
11793 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11796 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11797 const struct wined3d_state
*state
, DWORD state_id
)
11799 if (!use_vs(state
))
11800 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11803 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11804 const struct wined3d_state
*state
, DWORD state_id
)
11806 static unsigned int once
;
11808 if (state
->primitive_type
== WINED3D_PT_POINTLIST
11809 && !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11810 FIXME("Non-point sprite points not supported in core profile.\n");
11813 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11814 const struct wined3d_state
*state
, DWORD state_id
)
11816 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11819 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11820 const struct wined3d_state
*state
, DWORD state_id
)
11822 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11823 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11824 UINT index
= state_id
- STATE_CLIPPLANE(0);
11826 if (index
>= gl_info
->limits
.user_clip_distances
)
11829 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11832 static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states
[] =
11834 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11835 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11836 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11837 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11838 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11839 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11840 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11842 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11843 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11844 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11845 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11846 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11847 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11848 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11849 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11850 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11851 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11852 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11853 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11854 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11855 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11856 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11857 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11859 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11860 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11861 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11862 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11863 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11864 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11865 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11866 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11867 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11869 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11870 /* Transform states */
11871 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11872 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11873 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11874 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11875 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11876 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11877 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11878 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11879 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11880 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11881 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11882 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11883 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11884 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11885 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11886 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11887 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11888 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11889 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11890 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11891 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11892 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11893 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11894 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11895 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11896 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11897 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11898 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11899 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11900 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11902 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11903 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11904 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11905 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11906 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11907 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11908 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11909 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11910 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11911 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11912 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11913 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11914 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11915 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11916 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11917 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11918 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11919 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11920 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11921 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11922 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11923 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11924 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11925 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11926 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11927 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11928 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11929 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11930 /* NP2 texture matrix fixups. They are not needed if
11931 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11932 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11934 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11935 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11936 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11937 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11938 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11939 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11940 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11941 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11942 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11943 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11944 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11945 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11946 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11947 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11948 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11949 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11950 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11951 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11952 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11953 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11954 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11956 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11957 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11958 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11959 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11960 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11961 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11965 * - Implement vertex tweening. */
11966 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11968 glsl_vertex_pipe_vp_enable
,
11969 glsl_vertex_pipe_vp_get_caps
,
11970 glsl_vertex_pipe_vp_get_emul_mask
,
11971 glsl_vertex_pipe_vp_alloc
,
11972 glsl_vertex_pipe_vp_free
,
11973 glsl_vertex_pipe_vp_states
,
11976 static void glsl_fragment_pipe_enable(const struct wined3d_context
*context
, BOOL enable
)
11978 /* Nothing to do. */
11981 static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
11983 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11985 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11986 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11987 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11988 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11989 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11990 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11991 | WINED3DTEXOPCAPS_SELECTARG1
11992 | WINED3DTEXOPCAPS_SELECTARG2
11993 | WINED3DTEXOPCAPS_MODULATE4X
11994 | WINED3DTEXOPCAPS_MODULATE2X
11995 | WINED3DTEXOPCAPS_MODULATE
11996 | WINED3DTEXOPCAPS_ADDSIGNED2X
11997 | WINED3DTEXOPCAPS_ADDSIGNED
11998 | WINED3DTEXOPCAPS_ADD
11999 | WINED3DTEXOPCAPS_SUBTRACT
12000 | WINED3DTEXOPCAPS_ADDSMOOTH
12001 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12002 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12003 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12004 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12005 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12006 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12007 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12008 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12009 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12010 | WINED3DTEXOPCAPS_DOTPRODUCT3
12011 | WINED3DTEXOPCAPS_MULTIPLYADD
12012 | WINED3DTEXOPCAPS_LERP
12013 | WINED3DTEXOPCAPS_BUMPENVMAP
12014 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12015 caps
->MaxTextureBlendStages
= WINED3D_MAX_TEXTURES
;
12016 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_TEXTURES
);
12019 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
12021 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
12022 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12026 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12028 struct shader_glsl_priv
*priv
;
12030 if (shader_backend
== &glsl_shader_backend
)
12032 priv
= shader_priv
;
12033 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12037 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12042 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *param
)
12044 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12045 struct glsl_ffp_fragment_shader
, entry
.entry
);
12046 struct glsl_shader_prog_link
*program
, *program2
;
12047 struct glsl_ffp_destroy_ctx
*ctx
= param
;
12048 const struct wined3d_gl_info
*gl_info
;
12050 gl_info
= ctx
->context_gl
->gl_info
;
12051 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12052 struct glsl_shader_prog_link
, ps
.shader_entry
)
12054 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
12056 GL_EXTCALL(glDeleteShader(shader
->id
));
12060 /* Context activation is done by the caller. */
12061 static void glsl_fragment_pipe_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
12063 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12064 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12065 struct glsl_ffp_destroy_ctx ctx
;
12068 ctx
.context_gl
= context_gl
;
12069 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12072 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12073 const struct wined3d_state
*state
, DWORD state_id
)
12075 context
->last_was_pshader
= use_ps(state
);
12077 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12080 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12081 const struct wined3d_state
*state
, DWORD state_id
)
12083 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12086 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12087 const struct wined3d_state
*state
, DWORD state_id
)
12089 BOOL use_vshader
= use_vs(state
);
12090 enum fogsource new_source
;
12091 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12092 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12094 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12096 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12099 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12102 new_source
= FOGSOURCE_VS
;
12103 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12104 new_source
= FOGSOURCE_COORD
;
12106 new_source
= FOGSOURCE_FFP
;
12110 new_source
= FOGSOURCE_FFP
;
12113 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12115 context
->fog_source
= new_source
;
12116 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12120 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12121 const struct wined3d_state
*state
, DWORD state_id
)
12123 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12125 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12126 if (!shader_glsl_full_ffp_varyings(gl_info
))
12127 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12129 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12130 glsl_fragment_pipe_fog(context
, state
, state_id
);
12133 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12134 const struct wined3d_state
*state
, DWORD state_id
)
12136 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12138 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12139 if (!shader_glsl_full_ffp_varyings(gl_info
))
12140 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12143 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12144 const struct wined3d_state
*state
, DWORD state_id
)
12146 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12149 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12150 const struct wined3d_state
*state
, DWORD state_id
)
12152 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12155 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12156 const struct wined3d_state
*state
, DWORD state_id
)
12158 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12159 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12160 float ref
= wined3d_alpha_ref(state
);
12164 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12165 checkGLcall("glAlphaFunc");
12169 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12170 const struct wined3d_state
*state
, DWORD state_id
)
12172 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12175 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12176 const struct wined3d_state
*state
, DWORD state_id
)
12178 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12180 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12182 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12183 checkGLcall("glEnable(GL_ALPHA_TEST)");
12187 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12188 checkGLcall("glDisable(GL_ALPHA_TEST)");
12192 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12193 const struct wined3d_state
*state
, DWORD state_id
)
12195 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12198 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12199 const struct wined3d_state
*state
, DWORD state_id
)
12201 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12204 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12205 const struct wined3d_state
*state
, DWORD state_id
)
12207 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12210 static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template
[] =
12212 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12213 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12214 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12215 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12216 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12217 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12218 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12219 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12220 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12221 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12222 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12223 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12224 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12225 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12226 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12227 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12228 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12229 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12230 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12231 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12232 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12233 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12234 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12235 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12236 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12237 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12238 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12239 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12240 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12241 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12242 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12243 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12244 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12245 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12246 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12247 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12248 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12249 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12250 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12251 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12252 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12253 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12254 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12255 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12256 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12257 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12258 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12259 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12260 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12261 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12262 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12263 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12264 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12265 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12266 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12267 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12268 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12269 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12270 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12271 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12272 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12273 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12274 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12275 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12276 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12277 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12278 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12279 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12280 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12281 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12282 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12283 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12284 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12285 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12286 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12287 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12288 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12289 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12290 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12291 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12292 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12293 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12294 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12295 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12296 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12297 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12298 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12299 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12300 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12301 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12302 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12303 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12304 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12305 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12306 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12307 {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
},
12308 {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
},
12309 {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
},
12310 {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
},
12311 {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
},
12312 {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
},
12313 {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
},
12314 {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
},
12315 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12316 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12317 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12318 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12319 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12320 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12321 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12322 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12323 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12324 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12325 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12326 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12327 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12330 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12335 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12339 const struct wined3d_fragment_pipe_ops glsl_fragment_pipe
=
12341 glsl_fragment_pipe_enable
,
12342 glsl_fragment_pipe_get_caps
,
12343 glsl_fragment_pipe_get_emul_mask
,
12344 glsl_fragment_pipe_alloc
,
12345 glsl_fragment_pipe_free
,
12346 glsl_fragment_pipe_alloc_context_data
,
12347 glsl_fragment_pipe_free_context_data
,
12348 shader_glsl_color_fixup_supported
,
12349 glsl_fragment_pipe_state_template
,
12352 struct glsl_blitter_args
12354 GLenum texture_type
;
12355 struct color_fixup_desc fixup
;
12356 unsigned short use_colour_key
;
12359 struct glsl_blitter_program
12361 struct wine_rb_entry entry
;
12362 struct glsl_blitter_args args
;
12366 struct wined3d_glsl_blitter
12368 struct wined3d_blitter blitter
;
12369 struct wined3d_string_buffer_list string_buffers
;
12370 struct wine_rb_tree programs
;
12371 GLuint palette_texture
;
12374 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12376 const struct glsl_blitter_args
*a
= key
;
12377 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12379 return memcmp(a
, b
, sizeof(*a
));
12382 /* Context activation is done by the caller. */
12383 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12385 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12386 struct wined3d_context_gl
*context_gl
= ctx
;
12387 const struct wined3d_gl_info
*gl_info
;
12389 gl_info
= context_gl
->gl_info
;
12390 GL_EXTCALL(glDeleteProgram(program
->id
));
12391 checkGLcall("glDeleteProgram()");
12392 heap_free(program
);
12395 /* Context activation is done by the caller. */
12396 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12398 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12399 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12400 struct wined3d_glsl_blitter
*glsl_blitter
;
12401 struct wined3d_blitter
*next
;
12403 if ((next
= blitter
->next
))
12404 next
->ops
->blitter_destroy(next
, context
);
12406 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12408 if (glsl_blitter
->palette_texture
)
12409 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12411 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context_gl
);
12412 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12414 heap_free(glsl_blitter
);
12417 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12418 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12419 const char *output
, const char *tex_type
, const char *swizzle
)
12421 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12422 shader_addline(buffer
, "\nvoid main()\n{\n");
12423 /* The alpha-component contains the palette index. */
12424 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12425 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12426 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12427 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12429 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12430 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12431 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12432 if (args
->use_colour_key
)
12433 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12434 shader_addline(buffer
, "}\n");
12437 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12438 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12439 const char *tex_type
)
12441 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12442 char chroma
, luminance
;
12445 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12446 * macropixel, giving effectively 16 bits per pixel. The color consists of
12447 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12448 * luminance values, one for each single pixel it contains, and one U and
12449 * one V value shared between both pixels.
12451 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12452 * component contains the luminance and alpha the chroma. With UYVY it is
12453 * vice versa. Thus take the format into account when generating the read
12456 * Reading the Y value is straightforward - just sample the texture. The
12457 * hardware takes care of filtering in the horizontal and vertical
12460 * Reading the U and V values is harder. We have to avoid filtering
12461 * horizontally, because that would mix the U and V values of one pixel or
12462 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12463 * get an unfiltered read, regardless of the filtering setting. Vertical
12464 * filtering works automatically though - the U and V values of two rows
12465 * are mixed nicely.
12467 * Apart of avoiding filtering issues, the code has to know which value it
12468 * just read, and where it can find the other one. To determine this, it
12469 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12472 * Handling horizontal filtering of U and V values requires reading a 2nd
12473 * pair of pixels, extracting U and V and mixing them. This is not
12476 * An alternative implementation idea is to load the texture as A8R8G8B8
12477 * texture, with width / 2. This way one read gives all 3 values, finding
12478 * U and V is easy in an unfiltered situation. Finding the luminance on
12479 * the other hand requires finding out if it is an odd or even pixel. The
12480 * real drawback of this approach is filtering. This would have to be
12481 * emulated completely in the shader, reading up two 2 packed pixels in up
12482 * to 2 rows and interpolating both horizontally and vertically. Beyond
12483 * that it would require adjustments to the texture handling code to deal
12484 * with the width scaling. */
12486 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12489 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12493 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12497 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12499 /* First we have to read the chroma values. This means we need at least
12500 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12501 * unmodified chroma, we have to rid ourselves of the filtering when we
12502 * sample the texture. */
12503 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12504 /* We must not allow filtering between pixel x and x+1, this would mix U
12505 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12506 * center is at 0.5, so add 0.5. */
12507 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12508 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12510 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12511 * and 0.75 for the even and odd pixels respectively. */
12512 /* Put the value into either of the chroma values. */
12513 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12514 shader_addline(buffer
, " if (even)\n");
12515 shader_addline(buffer
, " chroma.y = luminance;\n");
12516 shader_addline(buffer
, " else\n");
12517 shader_addline(buffer
, " chroma.x = luminance;\n");
12519 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12520 * current one. Otherwise, sample the left pixel. */
12521 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12522 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12524 /* Put the value into the other chroma. */
12525 shader_addline(buffer
, " if (even)\n");
12526 shader_addline(buffer
, " chroma.x = luminance;\n");
12527 shader_addline(buffer
, " else\n");
12528 shader_addline(buffer
, " chroma.y = luminance;\n");
12530 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12531 * the current one and lerp the two U and V values. */
12533 /* This gives the correctly filtered luminance value. */
12534 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12537 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12538 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12540 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12541 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12543 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12544 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12545 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12546 * have only half the pitch of the luminance plane, the packing into the
12547 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12548 * luminance data it looks approximately like this:
12550 * +----------------------------------+----
12562 * +----------------+-----------------+----
12564 * | V even rows | V odd rows |
12566 * +----------------+------------------ -
12568 * | U even rows | U odd rows |
12570 * +----------------+-----------------+----
12574 * So it appears as if there are 4 chroma images, but in fact the odd rows
12575 * in the chroma images are in the same row as the even ones. So it is
12576 * kinda tricky to read. */
12578 /* First sample the chroma values. */
12579 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12580 /* The chroma planes have only half the width. */
12581 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12583 /* The first value is between 2/3 and 5/6 of the texture's height, so
12584 * scale+bias the coordinate. Also read the right side of the image when
12585 * reading odd lines.
12587 * Don't forget to clamp the y values in into the range, otherwise we'll
12588 * get filtering bleeding. */
12590 /* Read odd lines from the right side (add 0.5 to the x coordinate). */
12591 shader_addline(buffer
, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
12592 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12594 /* Clamp, keep the half pixel origin in mind. */
12595 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12596 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12598 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12600 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12601 * 6/6th No need to clamp because we're just reusing the already clamped
12602 * value from above. */
12603 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12604 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12606 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12607 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12608 * values from bleeding into the sampled luminance values due to
12610 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12611 /* Multiply the y coordinate by 2/3 and clamp it. */
12612 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12613 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12616 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12617 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12619 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12620 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12622 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12623 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12624 * effective bitdepth is 12 bits per pixel. If the whole texture is
12625 * interpreted as luminance data it looks approximately like this:
12627 * +----------------------------------+----
12639 * +----------------------------------+----
12640 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12641 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12647 * +----------------------------------+---- */
12649 /* First sample the chroma values. */
12650 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12651 /* We only have half the number of chroma pixels. */
12652 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12653 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12655 /* We must not allow filtering horizontally, this would mix U and V.
12656 * Vertical filtering is ok. However, bear in mind that the pixel center
12657 * is at 0.5, so add 0.5. */
12659 /* Convert to non-normalised coordinates so we can find the individual
12661 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12662 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12663 * 0.5 to hit the center of the pixel. Then convert back to normalised
12665 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12666 /* Clamp, keep the half pixel origin in mind. */
12667 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12669 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12670 /* Add 1.0 / size.x to sample the adjacent texel. */
12671 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12672 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12674 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12675 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12676 * values from bleeding into the sampled luminance values due to
12678 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12679 /* Multiply the y coordinate by 2/3 and clamp it. */
12680 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12681 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12684 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12685 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12686 const char *output
, const char *tex_type
, const char *swizzle
)
12688 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12690 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12691 shader_addline(buffer
, "float luminance;\n");
12692 shader_addline(buffer
, "vec2 texcoord;\n");
12693 shader_addline(buffer
, "vec2 chroma;\n");
12694 shader_addline(buffer
, "uniform vec2 size;\n");
12696 shader_addline(buffer
, "\nvoid main()\n{\n");
12698 switch (complex_fixup
)
12700 case COMPLEX_FIXUP_UYVY
:
12701 case COMPLEX_FIXUP_YUY2
:
12702 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12705 case COMPLEX_FIXUP_YV12
:
12706 gen_yv12_read(buffer
, gl_info
, tex_type
);
12709 case COMPLEX_FIXUP_NV12
:
12710 gen_nv12_read(buffer
, gl_info
, tex_type
);
12713 case COMPLEX_FIXUP_YUV
:
12714 /* With APPLE_rgb_422, things are much simpler. The only thing we
12715 * have to do here is Y'CbCr to RGB conversion. */
12716 shader_addline(buffer
, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
12717 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "");
12718 shader_addline(buffer
, " luminance = yuv.y;\n");
12719 shader_addline(buffer
, " chroma = yuv.xz;\n");
12723 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12724 string_buffer_free(buffer
);
12728 /* Calculate the final result. Formula is taken from
12729 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12730 * ranges from -0.5 to 0.5. */
12731 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12733 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12734 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12735 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12736 if (args
->use_colour_key
)
12737 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12739 shader_addline(buffer
, "}\n");
12742 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12743 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12744 const char *output
, const char *tex_type
, const char *swizzle
)
12746 shader_addline(buffer
, "\nvoid main()\n{\n");
12747 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12748 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12749 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12750 if (args
->use_colour_key
)
12751 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12752 shader_addline(buffer
, "}\n");
12755 /* Context activation is done by the caller. */
12756 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12757 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12759 static const struct
12761 GLenum texture_target
;
12762 const char texture_type
[7];
12763 const char texcoord_swizzle
[4];
12767 {GL_TEXTURE_2D
, "2D", "xy"},
12768 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12769 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12771 static const char vshader_main
[] =
12775 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12776 " out_texcoord = texcoord;\n"
12778 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12779 struct wined3d_string_buffer
*buffer
, *output
;
12780 GLuint program
, vshader_id
, fshader_id
;
12781 const char *tex_type
= NULL
, *swizzle
= NULL
, *ptr
;
12785 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12787 if (args
->texture_type
== texture_data
[i
].texture_target
)
12789 tex_type
= texture_data
[i
].texture_type
;
12790 swizzle
= texture_data
[i
].texcoord_swizzle
;
12794 if (i
== ARRAY_SIZE(texture_data
))
12796 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12800 program
= GL_EXTCALL(glCreateProgram());
12802 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12804 buffer
= string_buffer_get(&blitter
->string_buffers
);
12805 shader_glsl_add_version_declaration(buffer
, gl_info
);
12806 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12807 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12808 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12809 shader_addline(buffer
, vshader_main
);
12811 ptr
= buffer
->buffer
;
12812 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12813 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12814 GL_EXTCALL(glDeleteShader(vshader_id
));
12816 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12818 string_buffer_clear(buffer
);
12819 shader_glsl_add_version_declaration(buffer
, gl_info
);
12820 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12821 if (args
->use_colour_key
)
12823 shader_addline(buffer
, "uniform struct\n{\n");
12824 shader_addline(buffer
, " vec4 low, high;\n");
12825 shader_addline(buffer
, "} colour_key;\n");
12827 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12828 /* TODO: Declare the out variable with the correct type (and put it in the
12829 * blitter args). */
12830 if (!use_legacy_fragment_output(gl_info
))
12831 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12833 output
= string_buffer_get(&blitter
->string_buffers
);
12834 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12836 switch (complex_fixup
)
12838 case COMPLEX_FIXUP_P8
:
12839 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12841 case COMPLEX_FIXUP_YUY2
:
12842 case COMPLEX_FIXUP_UYVY
:
12843 case COMPLEX_FIXUP_YV12
:
12844 case COMPLEX_FIXUP_NV12
:
12845 case COMPLEX_FIXUP_YUV
:
12846 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12848 case COMPLEX_FIXUP_NONE
:
12849 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12852 string_buffer_release(&blitter
->string_buffers
, output
);
12854 ptr
= buffer
->buffer
;
12855 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12856 string_buffer_release(&blitter
->string_buffers
, buffer
);
12857 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12858 GL_EXTCALL(glDeleteShader(fshader_id
));
12860 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12861 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12863 if (!use_legacy_fragment_output(gl_info
))
12864 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12866 GL_EXTCALL(glCompileShader(vshader_id
));
12867 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12868 GL_EXTCALL(glCompileShader(fshader_id
));
12869 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12870 GL_EXTCALL(glLinkProgram(program
));
12871 shader_glsl_validate_link(gl_info
, program
);
12873 GL_EXTCALL(glUseProgram(program
));
12874 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12875 GL_EXTCALL(glUniform1i(loc
, 0));
12876 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12878 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12879 GL_EXTCALL(glUniform1i(loc
, 1));
12885 /* Context activation is done by the caller. */
12886 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12887 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
)
12889 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12890 const struct wined3d_palette
*palette
;
12892 palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
12894 if (!blitter
->palette_texture
)
12895 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12897 wined3d_context_gl_active_texture(context_gl
, gl_info
, 1);
12898 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12899 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12900 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12901 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12905 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12906 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
12910 static const DWORD black
;
12912 FIXME("P8 texture loaded without a palette.\n");
12913 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
12914 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
12917 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
12920 /* Context activation is done by the caller. */
12921 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
12922 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
, BOOL use_colour_key
)
12924 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12925 struct glsl_blitter_program
*program
;
12926 struct glsl_blitter_args args
;
12927 struct wine_rb_entry
*entry
;
12929 memset(&args
, 0, sizeof(args
));
12930 args
.texture_type
= texture_gl
->target
;
12931 args
.fixup
= texture_gl
->t
.resource
.format
->color_fixup
;
12932 args
.use_colour_key
= use_colour_key
;
12934 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
12935 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12937 if (!(program
= heap_alloc(sizeof(*program
))))
12939 ERR("Failed to allocate blitter program memory.\n");
12943 program
->args
= args
;
12944 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
12946 WARN("Failed to generate blitter program.\n");
12947 heap_free(program
);
12951 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
12953 ERR("Failed to store blitter program.\n");
12954 GL_EXTCALL(glDeleteProgram(program
->id
));
12955 heap_free(program
);
12962 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
12963 const struct wined3d_texture_gl
*src_texture
, DWORD src_location
,
12964 const struct wined3d_texture_gl
*dst_texture
, DWORD dst_location
)
12966 const struct wined3d_resource
*src_resource
= &src_texture
->t
.resource
;
12967 const struct wined3d_resource
*dst_resource
= &dst_texture
->t
.resource
;
12968 const struct wined3d_format
*src_format
= src_resource
->format
;
12969 const struct wined3d_format
*dst_format
= dst_resource
->format
;
12972 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
12974 if (dst_format
->depth_size
|| dst_format
->stencil_size
)
12975 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
12977 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
12980 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
&& blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
12981 && blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
12983 TRACE("Unsupported blit_op %#x.\n", blit_op
);
12987 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
12990 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
12991 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
12993 TRACE("Multi-sample source textures not supported.\n");
12997 if (!(dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
12999 TRACE("Destination resource does not have GPU access.\n");
13003 /* We don't necessarily want to blit from resources without
13004 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13005 * compressed textures. */
13006 decompress
= (src_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
13007 && !(dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
);
13008 if (!decompress
&& !(src_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13010 TRACE("Source resource does not have GPU access.\n");
13014 if (!is_identity_fixup(dst_format
->color_fixup
)
13015 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13017 TRACE("Destination fixups are not supported.\n");
13021 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
13022 && !((dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
13023 || (dst_resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
)))
13025 TRACE("Destination texture is not FBO attachable.\n");
13029 TRACE("Returning supported.\n");
13033 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13034 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13035 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13036 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13037 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
)
13039 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
13040 struct wined3d_texture_gl
*dst_texture_gl
= wined3d_texture_gl(dst_texture
);
13041 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
13042 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13043 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13044 struct wined3d_texture
*staging_texture
= NULL
;
13045 struct wined3d_glsl_blitter
*glsl_blitter
;
13046 struct wined3d_color_key alpha_test_key
;
13047 struct glsl_blitter_program
*program
;
13048 struct wined3d_blitter
*next
;
13049 unsigned int src_level
;
13053 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
13054 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
13055 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13056 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13057 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
));
13059 if (!glsl_blitter_supported(op
, context
, src_texture_gl
, src_location
, dst_texture_gl
, dst_location
))
13061 if (!(next
= blitter
->next
))
13063 ERR("No blitter to handle blit op %#x.\n", op
);
13064 return dst_location
;
13067 TRACE("Forwarding to blitter %p.\n", next
);
13068 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13069 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
);
13072 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13074 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13076 struct wined3d_resource_desc desc
;
13077 struct wined3d_box upload_box
;
13080 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13082 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13083 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13084 desc
.format
= src_texture
->resource
.format
->id
;
13085 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13086 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13087 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13088 desc
.bind_flags
= 0;
13089 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13090 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13091 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13095 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13096 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13098 ERR("Failed to create staging texture, hr %#x.\n", hr
);
13099 return dst_location
;
13102 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13103 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13104 src_texture
, src_sub_resource_idx
, &upload_box
);
13106 src_texture
= staging_texture
;
13107 src_texture_gl
= wined3d_texture_gl(src_texture
);
13108 src_sub_resource_idx
= 0;
13110 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13111 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13112 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13113 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13116 /* Without FBO blits transferring from the drawable to the texture is
13117 * expensive, because we have to flip the data in sysmem. Since we can
13118 * flip in the blitter, we don't actually need that flip anyway. So we
13119 * use the surface's texture as scratch texture, and flip the source
13120 * rectangle instead. */
13121 texture2d_load_fb_texture(src_texture_gl
, src_sub_resource_idx
, FALSE
, context
);
13124 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13125 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13126 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13131 wined3d_texture_load(src_texture
, context
, FALSE
);
13134 if (wined3d_texture_is_full_rect(dst_texture
, dst_sub_resource_idx
% dst_texture
->level_count
, dst_rect
))
13135 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13137 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13139 wined3d_context_gl_apply_blit_state(context_gl
, device
);
13141 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13144 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
13148 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
13152 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13154 TRACE("Destination texture %p is onscreen.\n", dst_texture
);
13155 buffer
= wined3d_texture_get_gl_buffer(dst_texture
);
13159 TRACE("Destination texture %p is offscreen.\n", dst_texture
);
13160 buffer
= GL_COLOR_ATTACHMENT0
;
13162 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
13163 &dst_texture
->resource
, dst_sub_resource_idx
, NULL
, 0, dst_location
);
13164 wined3d_context_gl_set_draw_buffer(context_gl
, buffer
);
13165 wined3d_context_gl_check_fbo_status(context_gl
, GL_DRAW_FRAMEBUFFER
);
13166 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
13169 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13171 const struct wined3d_format
*f
= src_texture
->resource
.format
;
13173 alpha_test_key
.color_space_low_value
= 0;
13174 alpha_test_key
.color_space_high_value
= ~(((1u << f
->alpha_size
) - 1) << f
->alpha_offset
);
13175 colour_key
= &alpha_test_key
;
13177 else if (op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
)
13182 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context_gl
, src_texture_gl
, !!colour_key
)))
13184 ERR("Failed to get blitter program.\n");
13185 return dst_location
;
13187 GL_EXTCALL(glUseProgram(program
->id
));
13188 switch (get_complex_fixup(program
->args
.fixup
))
13190 case COMPLEX_FIXUP_P8
:
13191 glsl_blitter_upload_palette(glsl_blitter
, context_gl
, src_texture_gl
);
13194 case COMPLEX_FIXUP_YUY2
:
13195 case COMPLEX_FIXUP_UYVY
:
13196 case COMPLEX_FIXUP_YV12
:
13197 case COMPLEX_FIXUP_NV12
:
13198 case COMPLEX_FIXUP_YUV
:
13199 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13200 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13201 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13202 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13210 struct wined3d_color float_key
[2];
13212 wined3d_format_get_float_color_key(src_texture
->resource
.format
, colour_key
, float_key
);
13213 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.low"));
13214 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[0].r
));
13215 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.high"));
13216 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[1].r
));
13218 wined3d_context_gl_draw_shaded_quad(context_gl
, src_texture_gl
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13219 GL_EXTCALL(glUseProgram(0));
13221 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13222 gl_info
->gl_ops
.gl
.p_glFlush();
13224 if (staging_texture
)
13225 wined3d_texture_decref(staging_texture
);
13227 return dst_location
;
13230 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13231 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13232 const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
13234 struct wined3d_blitter
*next
;
13236 if ((next
= blitter
->next
))
13237 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13238 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13241 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13243 glsl_blitter_destroy
,
13244 glsl_blitter_clear
,
13248 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13249 const struct wined3d_device
*device
)
13251 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
13252 struct wined3d_glsl_blitter
*blitter
;
13254 if (device
->shader_backend
!= &glsl_shader_backend
)
13257 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13260 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13262 ERR("Failed to allocate blitter.\n");
13266 TRACE("Created blitter %p.\n", blitter
);
13268 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13269 blitter
->blitter
.next
= *next
;
13270 string_buffer_list_init(&blitter
->string_buffers
);
13271 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13272 blitter
->palette_texture
= 0;
13273 *next
= &blitter
->blitter
;