/* * GLSL pixel and vertex shader implementation * * Copyright 2006 Jason Green * Copyright 2006-2007 Henri Verbeet * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers * Copyright 2009-2011 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* * D3D shader asm has swizzles on source parameters, and write masks for * destination parameters. GLSL uses swizzles for both. The result of this is * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL. * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write * mask for the destination parameter into account. */ #include "config.h" #include "wine/port.h" #include #include #ifdef HAVE_FLOAT_H # include #endif #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(winediag); #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1 #define WINED3D_GLSL_SAMPLE_NPOT 0x2 #define WINED3D_GLSL_SAMPLE_LOD 0x4 #define WINED3D_GLSL_SAMPLE_GRAD 0x8 struct glsl_dst_param { char reg_name[150]; char mask_str[6]; }; struct glsl_src_param { char reg_name[150]; char param_str[200]; }; struct glsl_sample_function { struct wined3d_string_buffer *name; DWORD coord_mask; enum wined3d_data_type data_type; }; enum heap_node_op { HEAP_NODE_TRAVERSE_LEFT, HEAP_NODE_TRAVERSE_RIGHT, HEAP_NODE_POP, }; struct constant_entry { unsigned int idx; unsigned int version; }; struct constant_heap { struct constant_entry *entries; BOOL *contained; unsigned int *positions; unsigned int size; }; /* GLSL shader private data */ struct shader_glsl_priv { struct wined3d_string_buffer shader_buffer; struct wined3d_string_buffer_list string_buffers; struct wine_rb_tree program_lookup; struct constant_heap vconst_heap; struct constant_heap pconst_heap; unsigned char *stack; GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT]; GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT]; UINT next_constant_version; const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct fragment_pipeline *fragment_pipe; struct wine_rb_tree ffp_vertex_shaders; struct wine_rb_tree ffp_fragment_shaders; BOOL ffp_proj_control; BOOL legacy_lighting; }; struct glsl_vs_program { struct list shader_entry; GLuint id; GLenum vertex_color_clamp; GLint *uniform_f_locations; GLint uniform_i_locations[MAX_CONST_I]; GLint uniform_b_locations[MAX_CONST_B]; GLint pos_fixup_location; GLint modelview_matrix_location[MAX_VERTEX_BLENDS]; GLint projection_matrix_location; GLint normal_matrix_location; GLint texture_matrix_location[MAX_TEXTURES]; GLint material_ambient_location; GLint material_diffuse_location; GLint material_specular_location; GLint material_emissive_location; GLint material_shininess_location; GLint light_ambient_location; struct { GLint diffuse; GLint specular; GLint ambient; GLint position; GLint direction; GLint range; GLint falloff; GLint c_att; GLint l_att; GLint q_att; GLint cos_htheta; GLint cos_hphi; } light_location[MAX_ACTIVE_LIGHTS]; GLint pointsize_location; GLint pointsize_min_location; GLint pointsize_max_location; GLint pointsize_c_att_location; GLint pointsize_l_att_location; GLint pointsize_q_att_location; }; struct glsl_gs_program { struct list shader_entry; GLuint id; }; struct glsl_ps_program { struct list shader_entry; GLuint id; GLint *uniform_f_locations; GLint uniform_i_locations[MAX_CONST_I]; GLint uniform_b_locations[MAX_CONST_B]; GLint bumpenv_mat_location[MAX_TEXTURES]; GLint bumpenv_lum_scale_location[MAX_TEXTURES]; GLint bumpenv_lum_offset_location[MAX_TEXTURES]; GLint tss_constant_location[MAX_TEXTURES]; GLint tex_factor_location; GLint specular_enable_location; GLint fog_color_location; GLint fog_density_location; GLint fog_end_location; GLint fog_scale_location; GLint ycorrection_location; GLint np2_fixup_location; GLint color_key_location; const struct ps_np2fixup_info *np2_fixup_info; }; /* Struct to maintain data about a linked GLSL program */ struct glsl_shader_prog_link { struct wine_rb_entry program_lookup_entry; struct glsl_vs_program vs; struct glsl_gs_program gs; struct glsl_ps_program ps; GLuint id; DWORD constant_update_mask; UINT constant_version; }; struct glsl_program_key { GLuint vs_id; GLuint gs_id; GLuint ps_id; }; struct shader_glsl_ctx_priv { const struct vs_compile_args *cur_vs_args; const struct ps_compile_args *cur_ps_args; struct ps_np2fixup_info *cur_np2fixup_info; struct wined3d_string_buffer_list *string_buffers; }; struct glsl_context_data { struct glsl_shader_prog_link *glsl_program; }; struct glsl_ps_compiled_shader { struct ps_compile_args args; struct ps_np2fixup_info np2fixup; GLuint id; }; struct glsl_vs_compiled_shader { struct vs_compile_args args; GLuint id; }; struct glsl_gs_compiled_shader { GLuint id; }; struct glsl_shader_private { union { struct glsl_vs_compiled_shader *vs; struct glsl_gs_compiled_shader *gs; struct glsl_ps_compiled_shader *ps; } gl_shaders; UINT num_gl_shaders, shader_array_size; }; struct glsl_ffp_vertex_shader { struct wined3d_ffp_vs_desc desc; GLuint id; struct list linked_programs; }; struct glsl_ffp_fragment_shader { struct ffp_frag_desc entry; GLuint id; struct list linked_programs; }; struct glsl_ffp_destroy_ctx { struct shader_glsl_priv *priv; const struct wined3d_gl_info *gl_info; }; static const char *debug_gl_shader_type(GLenum type) { switch (type) { #define WINED3D_TO_STR(u) case u: return #u WINED3D_TO_STR(GL_VERTEX_SHADER); WINED3D_TO_STR(GL_GEOMETRY_SHADER); WINED3D_TO_STR(GL_FRAGMENT_SHADER); #undef WINED3D_TO_STR default: return wine_dbg_sprintf("UNKNOWN(%#x)", type); } } static const char *shader_glsl_get_prefix(enum wined3d_shader_type type) { switch (type) { case WINED3D_SHADER_TYPE_VERTEX: return "vs"; case WINED3D_SHADER_TYPE_GEOMETRY: return "gs"; case WINED3D_SHADER_TYPE_PIXEL: return "ps"; default: FIXME("Unhandled shader type %#x.\n", type); return "unknown"; } } static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_version *version) { if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) return "#version 150"; else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4) return "#version 130"; else return "#version 120"; } static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values) { char str[4][17]; wined3d_ftoa(values[0], str[0]); wined3d_ftoa(values[1], str[1]); wined3d_ftoa(values[2], str[2]); wined3d_ftoa(values[3], str[3]); shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]); } static const char *get_info_log_line(const char **ptr) { const char *p, *q; p = *ptr; if (!(q = strstr(p, "\n"))) { if (!*p) return NULL; *ptr += strlen(p); return p; } *ptr = q + 1; return p; } /* Context activation is done by the caller. */ static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) { int length = 0; char *log; if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return; if (program) GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length)); else GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length)); /* A size of 1 is just a null-terminated string, so the log should be bigger than * that if there are errors. */ if (length > 1) { const char *ptr, *line; log = HeapAlloc(GetProcessHeap(), 0, length); /* The info log is supposed to be zero-terminated, but at least some * versions of fglrx don't terminate the string properly. The reported * length does include the terminator, so explicitly set it to zero * here. */ log[length - 1] = 0; if (program) GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log)); else GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log)); ptr = log; if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM) { WARN("Info log received from GLSL shader #%u:\n", id); while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line); } else { FIXME("Info log received from GLSL shader #%u:\n", id); while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line); } HeapFree(GetProcessHeap(), 0, log); } } /* Context activation is done by the caller. */ static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src) { const char *ptr, *line; TRACE("Compiling shader object %u.\n", shader); if (TRACE_ON(d3d_shader)) { ptr = src; while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line); } GL_EXTCALL(glShaderSource(shader, 1, &src, NULL)); checkGLcall("glShaderSource"); GL_EXTCALL(glCompileShader(shader)); checkGLcall("glCompileShader"); print_glsl_info_log(gl_info, shader, FALSE); } /* Context activation is done by the caller. */ static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program) { GLint i, shader_count, source_size = -1; GLuint *shaders; char *source = NULL; GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count)); shaders = HeapAlloc(GetProcessHeap(), 0, shader_count * sizeof(*shaders)); if (!shaders) { ERR("Failed to allocate shader array memory.\n"); return; } GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders)); for (i = 0; i < shader_count; ++i) { const char *ptr, *line; GLint tmp; GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp)); if (source_size < tmp) { HeapFree(GetProcessHeap(), 0, source); source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp); if (!source) { ERR("Failed to allocate %d bytes for shader source.\n", tmp); HeapFree(GetProcessHeap(), 0, shaders); return; } source_size = tmp; } FIXME("Shader %u:\n", shaders[i]); GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp)); FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp)); GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp)); FIXME(" GL_COMPILE_STATUS: %d.\n", tmp); FIXME("\n"); ptr = source; GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source)); while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line); FIXME("\n"); } HeapFree(GetProcessHeap(), 0, source); HeapFree(GetProcessHeap(), 0, shaders); } /* Context activation is done by the caller. */ static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) { GLint tmp; if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return; GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp)); if (!tmp) { FIXME("Program %u link status invalid.\n", program); shader_glsl_dump_program_source(gl_info, program); } print_glsl_info_log(gl_info, program, TRUE); } /* Context activation is done by the caller. */ static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id) { unsigned int mapped_unit; struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers); const char *prefix; unsigned int i, j; GLint name_loc; static const struct { enum wined3d_shader_type type; unsigned int base_idx; unsigned int count; } sampler_info[] = { {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS}, {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS}, }; for (i = 0; i < ARRAY_SIZE(sampler_info); ++i) { prefix = shader_glsl_get_prefix(sampler_info[i].type); for (j = 0; j < sampler_info[i].count; ++j) { string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j); name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer)); if (name_loc == -1) continue; mapped_unit = tex_unit_map[sampler_info[i].base_idx + j]; if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers) { ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit); continue; } TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit); GL_EXTCALL(glUniform1i(name_loc, mapped_unit)); } } checkGLcall("glUniform1i"); string_buffer_release(&priv->string_buffers, sampler_name); } /* Context activation is done by the caller. */ static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version) { unsigned int start = ~0U, end = 0; int stack_idx = 0; unsigned int heap_idx = 1; unsigned int idx; if (heap->entries[heap_idx].version <= version) return; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) start = end = idx; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; while (stack_idx >= 0) { /* Note that we fall through to the next case statement. */ switch(stack[stack_idx]) { case HEAP_NODE_TRAVERSE_LEFT: { unsigned int left_idx = heap_idx << 1; if (left_idx < heap->size && heap->entries[left_idx].version > version) { heap_idx = left_idx; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) { if (start > idx) start = idx; if (end < idx) end = idx; } stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_TRAVERSE_RIGHT: { unsigned int right_idx = (heap_idx << 1) + 1; if (right_idx < heap->size && heap->entries[right_idx].version > version) { heap_idx = right_idx; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) { if (start > idx) start = idx; if (end < idx) end = idx; } stack[stack_idx++] = HEAP_NODE_POP; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_POP: heap_idx >>= 1; --stack_idx; break; } } if (start <= end) GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start * 4])); checkGLcall("walk_constant_heap()"); } /* Context activation is done by the caller. */ static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data) { GLfloat clamped_constant[4]; if (location == -1) return; clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0]; clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1]; clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2]; clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3]; GL_EXTCALL(glUniform4fv(location, 1, clamped_constant)); } /* Context activation is done by the caller. */ static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version) { int stack_idx = 0; unsigned int heap_idx = 1; unsigned int idx; if (heap->entries[heap_idx].version <= version) return; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]); stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; while (stack_idx >= 0) { /* Note that we fall through to the next case statement. */ switch(stack[stack_idx]) { case HEAP_NODE_TRAVERSE_LEFT: { unsigned int left_idx = heap_idx << 1; if (left_idx < heap->size && heap->entries[left_idx].version > version) { heap_idx = left_idx; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]); stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_TRAVERSE_RIGHT: { unsigned int right_idx = (heap_idx << 1) + 1; if (right_idx < heap->size && heap->entries[right_idx].version > version) { heap_idx = right_idx; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]); stack[stack_idx++] = HEAP_NODE_POP; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_POP: heap_idx >>= 1; --stack_idx; break; } } checkGLcall("walk_constant_heap_clamped()"); } /* Context activation is done by the caller. */ static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, const float *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, UINT version) { const struct wined3d_shader_lconst *lconst; /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */ if (shader->reg_maps.shader_version.major == 1 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL) walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version); else walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version); if (!shader->load_local_constsF) { TRACE("No need to load local float constants for this shader\n"); return; } /* Immediate constants are clamped to [-1;1] at shader creation time if needed */ LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value)); } checkGLcall("glUniform4fv()"); } /* Context activation is done by the caller. */ static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set) { unsigned int i; struct list* ptr; for (i = 0; constants_set; constants_set >>= 1, ++i) { if (!(constants_set & 1)) continue; /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i * 4])); } /* Load immediate constants */ ptr = list_head(&shader->constantsI); while (ptr) { const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry); unsigned int idx = lconst->idx; const GLint *values = (const GLint *)lconst->value; /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4iv(locations[idx], 1, values)); ptr = list_next(&shader->constantsI, ptr); } checkGLcall("glUniform4iv()"); } /* Context activation is done by the caller. */ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, const GLint locations[MAX_CONST_B], const BOOL *constants, WORD constants_set) { unsigned int i; struct list* ptr; for (i = 0; constants_set; constants_set >>= 1, ++i) { if (!(constants_set & 1)) continue; GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i])); } /* Load immediate constants */ ptr = list_head(&shader->constantsB); while (ptr) { const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry); unsigned int idx = lconst->idx; const GLint *values = (const GLint *)lconst->value; GL_EXTCALL(glUniform1iv(locations[idx], 1, values)); ptr = list_next(&shader->constantsB, ptr); } checkGLcall("glUniform1iv()"); } static void reset_program_constant_version(struct wine_rb_entry *entry, void *context) { WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0; } /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) { GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS]; UINT fixup = ps->np2_fixup_info->active; UINT i; for (i = 0; fixup; fixup >>= 1, ++i) { const struct wined3d_texture *tex = state->textures[i]; unsigned char idx = ps->np2_fixup_info->idx[i]; GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4]; if (!tex) { ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n"); continue; } if (idx % 2) { tex_dim[2] = tex->pow2_matrix[0]; tex_dim[3] = tex->pow2_matrix[5]; } else { tex_dim[0] = tex->pow2_matrix[0]; tex_dim[1] = tex->pow2_matrix[5]; } } GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants)); } /* Taken and adapted from Mesa. */ static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) { float pos, neg, t, det; struct wined3d_matrix temp; /* Calculate the determinant of upper left 3x3 submatrix and * determine if the matrix is singular. */ pos = neg = 0.0f; t = in->_11 * in->_22 * in->_33; if (t >= 0.0f) pos += t; else neg += t; t = in->_21 * in->_32 * in->_13; if (t >= 0.0f) pos += t; else neg += t; t = in->_31 * in->_12 * in->_23; if (t >= 0.0f) pos += t; else neg += t; t = -in->_31 * in->_22 * in->_13; if (t >= 0.0f) pos += t; else neg += t; t = -in->_21 * in->_12 * in->_33; if (t >= 0.0f) pos += t; else neg += t; t = -in->_11 * in->_32 * in->_23; if (t >= 0.0f) pos += t; else neg += t; det = pos + neg; if (fabsf(det) < 1e-25f) return FALSE; det = 1.0f / det; temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det; temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det; temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det; temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det; temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det; temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det; temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det; temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det; temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det; *out = temp; return TRUE; } static void swap_rows(float **a, float **b) { float *tmp = *a; *a = *b; *b = tmp; } static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m) { float wtmp[4][8]; float m0, m1, m2, m3, s; float *r0, *r1, *r2, *r3; r0 = wtmp[0]; r1 = wtmp[1]; r2 = wtmp[2]; r3 = wtmp[3]; r0[0] = m->_11; r0[1] = m->_12; r0[2] = m->_13; r0[3] = m->_14; r0[4] = 1.0f; r0[5] = r0[6] = r0[7] = 0.0f; r1[0] = m->_21; r1[1] = m->_22; r1[2] = m->_23; r1[3] = m->_24; r1[5] = 1.0f; r1[4] = r1[6] = r1[7] = 0.0f; r2[0] = m->_31; r2[1] = m->_32; r2[2] = m->_33; r2[3] = m->_34; r2[6] = 1.0f; r2[4] = r2[5] = r2[7] = 0.0f; r3[0] = m->_41; r3[1] = m->_42; r3[2] = m->_43; r3[3] = m->_44; r3[7] = 1.0f; r3[4] = r3[5] = r3[6] = 0.0f; /* Choose pivot - or die. */ if (fabsf(r3[0]) > fabsf(r2[0])) swap_rows(&r3, &r2); if (fabsf(r2[0]) > fabsf(r1[0])) swap_rows(&r2, &r1); if (fabsf(r1[0]) > fabsf(r0[0])) swap_rows(&r1, &r0); if (r0[0] == 0.0f) return FALSE; /* Eliminate first variable. */ m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0]; s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s; s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s; s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s; s = r0[4]; if (s != 0.0f) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r0[5]; if (s != 0.0f) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r0[6]; if (s != 0.0f) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r0[7]; if (s != 0.0f) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; } /* Choose pivot - or die. */ if (fabsf(r3[1]) > fabsf(r2[1])) swap_rows(&r3, &r2); if (fabsf(r2[1]) > fabsf(r1[1])) swap_rows(&r2, &r1); if (r1[1] == 0.0f) return FALSE; /* Eliminate second variable. */ m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1]; r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2]; r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3]; s = r1[4]; if (s != 0.0f) { r2[4] -= m2 * s; r3[4] -= m3 * s; } s = r1[5]; if (s != 0.0f) { r2[5] -= m2 * s; r3[5] -= m3 * s; } s = r1[6]; if (s != 0.0f) { r2[6] -= m2 * s; r3[6] -= m3 * s; } s = r1[7]; if (s != 0.0f) { r2[7] -= m2 * s; r3[7] -= m3 * s; } /* Choose pivot - or die. */ if (fabsf(r3[2]) > fabsf(r2[2])) swap_rows(&r3, &r2); if (r2[2] == 0.0f) return FALSE; /* Eliminate third variable. */ m3 = r3[2] / r2[2]; r3[3] -= m3 * r2[3]; r3[4] -= m3 * r2[4]; r3[5] -= m3 * r2[5]; r3[6] -= m3 * r2[6]; r3[7] -= m3 * r2[7]; /* Last check. */ if (r3[3] == 0.0f) return FALSE; /* Back substitute row 3. */ s = 1.0f / r3[3]; r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s; /* Back substitute row 2. */ m2 = r2[3]; s = 1.0f / r2[2]; r2[4] = s * (r2[4] - r3[4] * m2); r2[5] = s * (r2[5] - r3[5] * m2); r2[6] = s * (r2[6] - r3[6] * m2); r2[7] = s * (r2[7] - r3[7] * m2); m1 = r1[3]; r1[4] -= r3[4] * m1; r1[5] -= r3[5] * m1; r1[6] -= r3[6] * m1; r1[7] -= r3[7] * m1; m0 = r0[3]; r0[4] -= r3[4] * m0; r0[5] -= r3[5] * m0; r0[6] -= r3[6] * m0; r0[7] -= r3[7] * m0; /* Back substitute row 1. */ m1 = r1[2]; s = 1.0f / r1[1]; r1[4] = s * (r1[4] - r2[4] * m1); r1[5] = s * (r1[5] - r2[5] * m1); r1[6] = s * (r1[6] - r2[6] * m1); r1[7] = s * (r1[7] - r2[7] * m1); m0 = r0[2]; r0[4] -= r2[4] * m0; r0[5] -= r2[5] * m0; r0[6] -= r2[6] * m0; r0[7] -= r2[7] * m0; /* Back substitute row 0. */ m0 = r0[1]; s = 1.0f / r0[0]; r0[4] = s * (r0[4] - r1[4] * m0); r0[5] = s * (r0[5] - r1[5] * m0); r0[6] = s * (r0[6] - r1[6] * m0); r0[7] = s * (r0[7] - r1[7] * m0); out->_11 = r0[4]; out->_12 = r0[5]; out->_13 = r0[6]; out->_14 = r0[7]; out->_21 = r1[4]; out->_22 = r1[5]; out->_23 = r1[6]; out->_24 = r1[7]; out->_31 = r2[4]; out->_32 = r2[5]; out->_33 = r2[6]; out->_34 = r2[7]; out->_41 = r3[4]; out->_42 = r3[5]; out->_43 = r3[6]; out->_44 = r3[7]; return TRUE; } static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; float mat[3 * 3]; struct wined3d_matrix mv; unsigned int i, j; if (prog->vs.normal_matrix_location == -1) return; get_modelview_matrix(context, state, 0, &mv); if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING) invert_matrix_3d(&mv, &mv); else invert_matrix(&mv, &mv); /* Tests show that singular modelview matrices are used unchanged as normal * matrices on D3D3 and older. There seems to be no clearly consistent * behavior on newer D3D versions so always follow older ddraw behavior. */ for (i = 0; i < 3; ++i) for (j = 0; j < 3; ++j) mat[i * 3 + j] = (&mv._11)[j * 4 + i]; GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat)); checkGLcall("glUniformMatrix3fv"); } static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; struct wined3d_matrix mat; if (tex >= MAX_TEXTURES) return; if (prog->vs.texture_matrix_location[tex] == -1) return; get_texture_matrix(context, state, tex, &mat); GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv"); } static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; if (state->render_states[WINED3D_RS_SPECULARENABLE]) { GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r)); GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power)); } else { static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black)); } GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r)); GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r)); GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r)); checkGLcall("setting FFP material uniforms"); } static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; float col[4]; D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col); GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, col)); checkGLcall("glUniform3fv"); } static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1, const struct wined3d_matrix *src2) { struct wined3d_vec4 temp; temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41); temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42); temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43); temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44); *dest = temp; } static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_light_info *light_info = state->lights[light]; struct wined3d_vec4 vec4; const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW]; if (!light_info) return; GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r)); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r)); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r)); switch (light_info->OriginalParms.type) { case WINED3D_LIGHT_POINT: multiply_vector_matrix(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2)); break; case WINED3D_LIGHT_SPOT: multiply_vector_matrix(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x)); multiply_vector_matrix(&vec4, &light_info->direction, view); GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f))); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f))); break; case WINED3D_LIGHT_DIRECTIONAL: multiply_vector_matrix(&vec4, &light_info->direction, view); GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x)); break; case WINED3D_LIGHT_PARALLELPOINT: multiply_vector_matrix(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x)); break; default: FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type); } checkGLcall("setting FFP lights uniforms"); } static void shader_glsl_pointsize_uniform(const struct wined3d_context *context, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; float min, max; float size, att[3]; get_pointsize_minmax(context, state, &min, &max); GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min)); checkGLcall("glUniform1f"); GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max)); checkGLcall("glUniform1f"); get_pointsize(context, state, &size, att); GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size)); checkGLcall("glUniform1f"); GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0])); checkGLcall("glUniform1f"); GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1])); checkGLcall("glUniform1f"); GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2])); checkGLcall("glUniform1f"); } static void shader_glsl_load_fog_uniform(const struct wined3d_context *context, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context->gl_info; float start, end, scale; union { DWORD d; float f; } tmpvalue; float col[4]; D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col); GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, col)); tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY]; GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f)); get_fog_start_end(context, state, &start, &end); scale = 1.0f / (end - start); GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end)); GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale)); checkGLcall("fog emulation uniforms"); } /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) { struct wined3d_color float_key; const struct wined3d_texture *texture = state->textures[0]; wined3d_format_convert_color_to_float(texture->resource.format, NULL, texture->async.src_blt_color_key.color_space_high_value, &float_key); GL_EXTCALL(glUniform4fv(ps->color_key_location, 1, &float_key.r)); } /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { const struct glsl_context_data *ctx_data = context->shader_backend_data; const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_glsl_priv *priv = shader_priv; float position_fixup[4]; DWORD update_mask = 0; struct glsl_shader_prog_link *prog = ctx_data->glsl_program; UINT constant_version; int i; if (!prog) { /* No GLSL program set - nothing to do. */ return; } constant_version = prog->constant_version; update_mask = context->constant_update_mask & prog->constant_update_mask; if (update_mask & WINED3D_SHADER_CONST_VS_F) shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f, prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version); if (update_mask & WINED3D_SHADER_CONST_VS_I) shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i, vshader->reg_maps.integer_constants); if (update_mask & WINED3D_SHADER_CONST_VS_B) shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b, vshader->reg_maps.boolean_constants); if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE) shader_glsl_pointsize_uniform(context, state, prog); if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP) { shader_get_position_fixup(context, state, position_fixup); GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup)); checkGLcall("glUniform4fv"); } if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW) { struct wined3d_matrix mat; get_modelview_matrix(context, state, 0, &mat); GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv"); shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog); } if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND) { struct wined3d_matrix mat; for (i = 1; i < MAX_VERTEX_BLENDS; ++i) { if (prog->vs.modelview_matrix_location[i] == -1) break; get_modelview_matrix(context, state, i, &mat); GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv"); } } if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ) { struct wined3d_matrix projection; get_projection_matrix(context, state, &projection); GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11)); checkGLcall("glUniformMatrix4fv"); } if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) { for (i = 0; i < MAX_TEXTURES; ++i) shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog); } if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL) shader_glsl_ffp_vertex_material_uniform(context, state, prog); if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS) { shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog); for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) shader_glsl_ffp_vertex_light_uniform(context, state, i, prog); } if (update_mask & WINED3D_SHADER_CONST_PS_F) shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f, prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version); if (update_mask & WINED3D_SHADER_CONST_PS_I) shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i, pshader->reg_maps.integer_constants); if (update_mask & WINED3D_SHADER_CONST_PS_B) shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b, pshader->reg_maps.boolean_constants); if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV) { for (i = 0; i < MAX_TEXTURES; ++i) { if (prog->ps.bumpenv_mat_location[i] == -1) continue; GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0, (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00])); if (prog->ps.bumpenv_lum_scale_location[i] != -1) { GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1, (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE])); GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1, (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET])); } } checkGLcall("bump env uniforms"); } if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR) { float correction_params[] = { /* position is window relative, not viewport relative */ context->render_offscreen ? 0.0f : (float)context->current_rt->resource.height, context->render_offscreen ? 1.0f : -1.0f, 0.0f, 0.0f, }; GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, correction_params)); } if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP) shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state); if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY) shader_glsl_load_color_key_constant(&prog->ps, gl_info, state); if (update_mask & WINED3D_SHADER_CONST_FFP_PS) { float col[4]; if (prog->ps.tex_factor_location != -1) { D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col); GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, col)); } if (state->render_states[WINED3D_RS_SPECULARENABLE]) GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f)); else GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f)); for (i = 0; i < MAX_TEXTURES; ++i) { if (prog->ps.tss_constant_location[i] == -1) continue; D3DCOLORTOGLFLOAT4(state->texture_states[i][WINED3D_TSS_CONSTANT], col); GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, col)); } checkGLcall("fixed function uniforms"); } if (update_mask & WINED3D_SHADER_CONST_PS_FOG) shader_glsl_load_fog_uniform(context, state, prog); if (priv->next_constant_version == UINT_MAX) { TRACE("Max constant version reached, resetting to 0.\n"); wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL); priv->next_constant_version = 1; } else { prog->constant_version = priv->next_constant_version++; } } static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version) { struct constant_entry *entries = heap->entries; unsigned int *positions = heap->positions; unsigned int heap_idx, parent_idx; if (!heap->contained[idx]) { heap_idx = heap->size++; heap->contained[idx] = TRUE; } else { heap_idx = positions[idx]; } while (heap_idx > 1) { parent_idx = heap_idx >> 1; if (new_version <= entries[parent_idx].version) break; entries[heap_idx] = entries[parent_idx]; positions[entries[parent_idx].idx] = heap_idx; heap_idx = parent_idx; } entries[heap_idx].version = new_version; entries[heap_idx].idx = idx; positions[idx] = heap_idx; } static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) { struct shader_glsl_priv *priv = device->shader_priv; struct constant_heap *heap = &priv->vconst_heap; UINT i; for (i = start; i < count + start; ++i) { update_heap_entry(heap, i, priv->next_constant_version); } for (i = 0; i < device->context_count; ++i) { device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F; } } static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) { struct shader_glsl_priv *priv = device->shader_priv; struct constant_heap *heap = &priv->pconst_heap; UINT i; for (i = start; i < count + start; ++i) { update_heap_entry(heap, i, priv->next_constant_version); } for (i = 0; i < device->context_count; ++i) { device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; } } static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info) { unsigned int ret = gl_info->limits.glsl_varyings / 4; /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */ if(shader_major > 3) return ret; /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */ if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1; return ret; } /** Generate the variable & register declarations for the GLSL output target */ static void shader_generate_glsl_declarations(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader, const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv) { const struct wined3d_shader_version *version = ®_maps->shader_version; const struct wined3d_state *state = &shader->device->state; const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args; const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args; const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_fb_state *fb = &shader->device->fb; unsigned int i, extra_constants_needed = 0; const struct wined3d_shader_lconst *lconst; const char *prefix; DWORD map; prefix = shader_glsl_get_prefix(version->type); /* Prototype the subroutines */ for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i); } /* Declare the constants (aka uniforms) */ if (shader->limits->constant_float > 0) { unsigned max_constantsF; /* Unless the shader uses indirect addressing, always declare the * maximum array size and ignore that we need some uniforms privately. * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup * and immediate values, still declare VC[256]. If the shader needs * more uniforms than we have it won't work in any case. If it uses * less, the compiler will figure out which uniforms are really used * and strip them out. This allows a shader to use c255 on a dx9 card, * as long as it doesn't also use all the other constants. * * If the shader uses indirect addressing the compiler must assume * that all declared uniforms are used. In this case, declare only the * amount that we're assured to have. * * Thus we run into problems in these two cases: * 1) The shader really uses more uniforms than supported. * 2) The shader uses indirect addressing, less constants than * supported, but uses a constant index > #supported consts. */ if (version->type == WINED3D_SHADER_TYPE_PIXEL) { /* No indirect addressing here. */ max_constantsF = gl_info->limits.glsl_ps_float_constants; } else { if (reg_maps->usesrelconstF) { /* Subtract the other potential uniforms from the max * available (bools, ints, and 1 row of projection matrix). * Subtract another uniform for immediate values, which have * to be loaded via uniform by the driver as well. The shader * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex * shader code, so one vec4 should be enough. (Unfortunately * the Nvidia driver doesn't store 128 and -128 in one float). * * Writing gl_ClipVertex requires one uniform for each * clipplane as well. */ max_constantsF = gl_info->limits.glsl_vs_float_constants - 3; if(ctx_priv->cur_vs_args->clip_enabled) { max_constantsF -= gl_info->limits.clipplanes; } max_constantsF -= count_bits(reg_maps->integer_constants); /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly, * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but * for now take this into account when calculating the number of available constants */ max_constantsF -= count_bits(reg_maps->boolean_constants); /* Set by driver quirks in directx.c */ max_constantsF -= gl_info->reserved_glsl_constants; if (max_constantsF < shader->limits->constant_float) { static unsigned int once; if (!once++) ERR_(winediag)("The hardware does not support enough uniform components to run this shader," " it may not render correctly.\n"); else WARN("The hardware does not support enough uniform components to run this shader.\n"); } } else { max_constantsF = gl_info->limits.glsl_vs_float_constants; } } max_constantsF = min(shader->limits->constant_float, max_constantsF); shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF); } /* Always declare the full set of constants, the compiler can remove the * unused ones because d3d doesn't (yet) support indirect int and bool * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */ if (shader->limits->constant_int > 0 && reg_maps->integer_constants) shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int); if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants) shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool); for (i = 0; i < WINED3D_MAX_CBS; ++i) { if (reg_maps->cb_sizes[i]) shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n", prefix, i, prefix, i, reg_maps->cb_sizes[i]); } /* Declare texture samplers */ for (i = 0; i < reg_maps->sampler_map.count; ++i) { struct wined3d_shader_sampler_map_entry *entry; BOOL shadow_sampler, tex_rect; const char *sampler_type; entry = ®_maps->sampler_map.entries[i]; if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info)) { ERR("Invalid resource index %u.\n", entry->resource_idx); continue; } shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << entry->sampler_idx)); switch (reg_maps->resource_info[entry->resource_idx].type) { case WINED3D_SHADER_RESOURCE_TEXTURE_1D: if (shadow_sampler) sampler_type = "sampler1DShadow"; else sampler_type = "sampler1D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2D: tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->np2_fixup & (1 << entry->resource_idx)) && gl_info->supported[ARB_TEXTURE_RECTANGLE]; if (shadow_sampler) { if (tex_rect) sampler_type = "sampler2DRectShadow"; else sampler_type = "sampler2DShadow"; } else { if (tex_rect) sampler_type = "sampler2DRect"; else sampler_type = "sampler2D"; } break; case WINED3D_SHADER_RESOURCE_TEXTURE_3D: if (shadow_sampler) FIXME("Unsupported 3D shadow sampler.\n"); sampler_type = "sampler3D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: if (shadow_sampler) FIXME("Unsupported Cube shadow sampler.\n"); sampler_type = "samplerCube"; break; default: sampler_type = "unsupported_sampler"; FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[i].type); break; } shader_addline(buffer, "uniform %s %s_sampler%u;\n", sampler_type, prefix, entry->bind_idx); } /* Declare uniforms for NP2 texcoord fixup: * This is NOT done inside the loop that declares the texture samplers * since the NP2 fixup code is currently only used for the GeforceFX * series and when forcing the ARB_npot extension off. Modern cards just * skip the code anyway, so put it inside a separate loop. */ if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup) { struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info; UINT cur = 0; /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height] * while D3D has them in the (normalized) [0,1]x[0,1] range. * samplerNP2Fixup stores texture dimensions and is updated through * shader_glsl_load_np2fixup_constants when the sampler changes. */ for (i = 0; i < shader->limits->sampler; ++i) { if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (1 << i))) continue; if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D) { FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n"); continue; } fixup->idx[i] = cur++; } fixup->num_consts = (cur + 1) >> 1; fixup->active = ps_args->np2_fixup; shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts); } /* Declare address variables */ for (i = 0, map = reg_maps->address; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i); } /* Declare texture coordinate temporaries and initialize them */ for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i); } if (version->type == WINED3D_SHADER_TYPE_VERTEX) { for (i = 0; i < shader->input_signature.element_count; ++i) { const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i]; if (e->sysval_semantic == WINED3D_SV_INSTANCEID) shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n", prefix, e->register_idx); else shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, e->register_idx); } if (vs_args->point_size && !vs_args->per_vertex_point_size) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " float size;\n"); shader_addline(buffer, " float size_min;\n"); shader_addline(buffer, " float size_max;\n"); shader_addline(buffer, "} ffp_point;\n"); } shader_addline(buffer, "uniform vec4 posFixup;\n"); shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output); } else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY) { shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input); } else if (version->type == WINED3D_SHADER_TYPE_PIXEL) { if (version->major < 3 || ps_args->vp_mode != vertexshader) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 color;\n"); shader_addline(buffer, " float density;\n"); shader_addline(buffer, " float end;\n"); shader_addline(buffer, " float scale;\n"); shader_addline(buffer, "} ffp_fog;\n"); } if (version->major >= 3) { UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input); if (use_vs(state)) shader_addline(buffer, "varying vec4 %s_link[%u];\n", prefix, in_count); shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count); } for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) { if (!(map & 1)) continue; shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i); if (reg_maps->luminanceparams & (1 << i)) { shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i); shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i); extra_constants_needed++; } extra_constants_needed++; } if (ps_args->srgb_correction) { shader_addline(buffer, "const vec4 srgb_const0 = "); shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0); shader_addline(buffer, ";\n"); shader_addline(buffer, "const vec4 srgb_const1 = "); shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1); shader_addline(buffer, ";\n"); } if (reg_maps->vpos || reg_maps->usesdsy) { if (shader->limits->constant_float + extra_constants_needed + 1 < gl_info->limits.glsl_ps_float_constants) { shader_addline(buffer, "uniform vec4 ycorrection;\n"); extra_constants_needed++; } else { float ycorrection[] = { context->render_offscreen ? 0.0f : fb->render_targets[0]->height, context->render_offscreen ? 1.0f : -1.0f, 0.0f, 0.0f, }; /* This happens because we do not have proper tracking of the * constant registers that are actually used, only the max * limit of the shader version. */ FIXME("Cannot find a free uniform for vpos correction params\n"); shader_addline(buffer, "const vec4 ycorrection = "); shader_glsl_append_imm_vec4(buffer, ycorrection); shader_addline(buffer, ";\n"); } shader_addline(buffer, "vec4 vpos;\n"); } } /* Declare output register temporaries */ if (shader->limits->packed_output) shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output); /* Declare temporary variables */ for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i); } /* Declare loop registers aLx */ if (version->major < 4) { for (i = 0; i < reg_maps->loop_depth; ++i) { shader_addline(buffer, "int aL%u;\n", i); shader_addline(buffer, "int tmpInt%u;\n", i); } } /* Temporary variables for matrix operations */ shader_addline(buffer, "vec4 tmp0;\n"); shader_addline(buffer, "vec4 tmp1;\n"); if (!shader->load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx); shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value); shader_addline(buffer, ";\n"); } } /* Start the main program. */ shader_addline(buffer, "void main()\n{\n"); /* Direct3D applications expect integer vPos values, while OpenGL drivers * add approximately 0.5. This causes off-by-one problems as spotted by * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly * 0.5, but rather something like 0.49999999 or 0.50000001, which still * causes precision troubles when we just subtract 0.5. * * To deal with that, just floor() the position. This will eliminate the * fraction on all cards. * * TODO: Test how this behaves with multisampling. * * An advantage of floor is that it works even if the driver doesn't add * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values * to return in gl_FragCoord, even though coordinates specify the pixel * centers instead of the pixel corners. This code will behave correctly * on drivers that returns integer values. */ if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos) { if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER) shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n"); else shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n"); } } /***************************************************************************** * Functions to generate GLSL strings from DirectX Shader bytecode begin here. * * For more information, see http://wiki.winehq.org/DirectX-Shaders ****************************************************************************/ /* Prototypes */ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src); /** Used for opcode modifiers - They multiply the result by the specified amount */ static const char * const shift_glsl_tab[] = { "", /* 0 (none) */ "2.0 * ", /* 1 (x2) */ "4.0 * ", /* 2 (x4) */ "8.0 * ", /* 3 (x8) */ "16.0 * ", /* 4 (x16) */ "32.0 * ", /* 5 (x32) */ "", /* 6 (x64) */ "", /* 7 (x128) */ "", /* 8 (d256) */ "", /* 9 (d128) */ "", /* 10 (d64) */ "", /* 11 (d32) */ "0.0625 * ", /* 12 (d16) */ "0.125 * ", /* 13 (d8) */ "0.25 * ", /* 14 (d4) */ "0.5 * " /* 15 (d2) */ }; /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str) { out_str[0] = 0; switch (src_modifier) { case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */ case WINED3DSPSM_DW: case WINED3DSPSM_NONE: sprintf(out_str, "%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_NEG: sprintf(out_str, "-%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_NOT: sprintf(out_str, "!%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_BIAS: sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case WINED3DSPSM_BIASNEG: sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case WINED3DSPSM_SIGN: sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case WINED3DSPSM_SIGNNEG: sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case WINED3DSPSM_COMP: sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_X2: sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_X2NEG: sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_ABS: sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_ABSNEG: sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); break; default: FIXME("Unhandled modifier %u\n", src_modifier); sprintf(out_str, "%s%s", in_reg, in_regswizzle); } } /** Writes the GLSL variable name that corresponds to the register that the * DX opcode parameter is trying to access */ static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg, char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins) { /* oPos, oFog and oPts in D3D */ static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"}; const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; const char *prefix = shader_glsl_get_prefix(version->type); struct glsl_src_param rel_param0, rel_param1; char imm_str[4][17]; if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr) shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0); if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr) shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1); *is_color = FALSE; switch (reg->type) { case WINED3DSPR_TEMP: sprintf(register_name, "R%u", reg->idx[0].offset); break; case WINED3DSPR_INPUT: /* vertex shaders */ if (version->type == WINED3D_SHADER_TYPE_VERTEX) { struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset)) *is_color = TRUE; sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset); break; } if (version->type == WINED3D_SHADER_TYPE_GEOMETRY) { if (reg->idx[0].rel_addr) { if (reg->idx[1].rel_addr) sprintf(register_name, "gs_in[%s + %u][%s + %u]", rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else sprintf(register_name, "gs_in[%s + %u][%u]", rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset); } else if (reg->idx[1].rel_addr) sprintf(register_name, "gs_in[%u][%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset); break; } /* pixel shaders >= 3.0 */ if (version->major >= 3) { DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset]; unsigned int in_count = vec4_varyings(version->major, gl_info); if (reg->idx[0].rel_addr) { /* Removing a + 0 would be an obvious optimization, but * OS X doesn't see the NOP operation there. */ if (idx) { if (shader->u.ps.declared_in_count > in_count) { sprintf(register_name, "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])", rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count, prefix, rel_param0.param_str, idx); } else { sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx); } } else { if (shader->u.ps.declared_in_count > in_count) { sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])", rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count, prefix, rel_param0.param_str); } else { sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str); } } } else { if (idx == in_count) sprintf(register_name, "gl_Color"); else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor"); else sprintf(register_name, "%s_in[%u]", prefix, idx); } } else { if (!reg->idx[0].offset) strcpy(register_name, "gl_Color"); else strcpy(register_name, "gl_SecondaryColor"); break; } break; case WINED3DSPR_CONST: { /* Relative addressing */ if (reg->idx[0].rel_addr) { if (reg->idx[0].offset) sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset); else sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str); } else { if (shader_constant_is_local(shader, reg->idx[0].offset)) sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset); else sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset); } } break; case WINED3DSPR_CONSTINT: sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_CONSTBOOL: sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ if (version->type == WINED3D_SHADER_TYPE_PIXEL) sprintf(register_name, "T%u", reg->idx[0].offset); else sprintf(register_name, "A%u", reg->idx[0].offset); break; case WINED3DSPR_LOOP: sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1); break; case WINED3DSPR_SAMPLER: sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset); break; case WINED3DSPR_COLOROUT: if (reg->idx[0].offset >= gl_info->limits.buffers) WARN("Write to render target %u, only %d supported.\n", reg->idx[0].offset, gl_info->limits.buffers); sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset); break; case WINED3DSPR_RASTOUT: sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]); break; case WINED3DSPR_DEPTHOUT: sprintf(register_name, "gl_FragDepth"); break; case WINED3DSPR_ATTROUT: if (!reg->idx[0].offset) sprintf(register_name, "%s_out[8]", prefix); else sprintf(register_name, "%s_out[9]", prefix); break; case WINED3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */ sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_MISCTYPE: if (!reg->idx[0].offset) { /* vPos */ sprintf(register_name, "vpos"); } else if (reg->idx[0].offset == 1) { /* Note that gl_FrontFacing is a bool, while vFace is * a float for which the sign determines front/back */ sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)"); } else { FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset); sprintf(register_name, "unrecognized_register"); } break; case WINED3DSPR_IMMCONST: switch (reg->immconst_type) { case WINED3D_IMMCONST_SCALAR: switch (reg->data_type) { case WINED3D_DATA_FLOAT: wined3d_ftoa(*(const float *)reg->immconst_data, register_name); break; case WINED3D_DATA_INT: sprintf(register_name, "%#x", reg->immconst_data[0]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: sprintf(register_name, "%#xu", reg->immconst_data[0]); break; default: sprintf(register_name, "", reg->data_type); break; } break; case WINED3D_IMMCONST_VEC4: switch (reg->data_type) { case WINED3D_DATA_FLOAT: wined3d_ftoa(*(const float *)®->immconst_data[0], imm_str[0]); wined3d_ftoa(*(const float *)®->immconst_data[1], imm_str[1]); wined3d_ftoa(*(const float *)®->immconst_data[2], imm_str[2]); wined3d_ftoa(*(const float *)®->immconst_data[3], imm_str[3]); sprintf(register_name, "vec4(%s, %s, %s, %s)", imm_str[0], imm_str[1], imm_str[2], imm_str[3]); break; case WINED3D_DATA_INT: sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)", reg->immconst_data[0], reg->immconst_data[1], reg->immconst_data[2], reg->immconst_data[3]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)", reg->immconst_data[0], reg->immconst_data[1], reg->immconst_data[2], reg->immconst_data[3]); break; default: sprintf(register_name, "", reg->data_type); break; } break; default: FIXME("Unhandled immconst type %#x\n", reg->immconst_type); sprintf(register_name, "", reg->immconst_type); } break; case WINED3DSPR_CONSTBUFFER: if (reg->idx[1].rel_addr) sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset); break; case WINED3DSPR_PRIMID: sprintf(register_name, "uint(gl_PrimitiveIDIn)"); break; default: FIXME("Unhandled register type %#x.\n", reg->type); sprintf(register_name, "unrecognized_register"); break; } } static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str) { *str++ = '.'; if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x'; if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y'; if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z'; if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w'; *str = '\0'; } /* Get the GLSL write mask for the destination register */ static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask) { DWORD mask = param->write_mask; if (shader_is_scalar(¶m->reg)) { mask = WINED3DSP_WRITEMASK_0; *write_mask = '\0'; } else { shader_glsl_write_mask_to_str(mask, write_mask); } return mask; } static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) { unsigned int size = 0; if (write_mask & WINED3DSP_WRITEMASK_0) ++size; if (write_mask & WINED3DSP_WRITEMASK_1) ++size; if (write_mask & WINED3DSP_WRITEMASK_2) ++size; if (write_mask & WINED3DSP_WRITEMASK_3) ++size; return size; } static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str) { /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", * but addressed as "rgba". To fix this we need to swap the register's x * and z components. */ const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; *str++ = '.'; /* swizzle bits fields: wwzzyyxx */ if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03]; if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03]; if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03]; if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03]; *str = '\0'; } static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, DWORD mask, char *swizzle_str) { if (shader_is_scalar(¶m->reg)) *swizzle_str = '\0'; else shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str); } /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src) { BOOL is_color = FALSE; char swizzle_str[6]; glsl_src->reg_name[0] = '\0'; glsl_src->param_str[0] = '\0'; swizzle_str[0] = '\0'; shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins); shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str); if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID) { shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str); } else { char reg_name[200]; switch (wined3d_src->reg.data_type) { case WINED3D_DATA_FLOAT: sprintf(reg_name, "%s", glsl_src->reg_name); break; case WINED3D_DATA_INT: sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name); break; default: FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type); sprintf(reg_name, "%s", glsl_src->reg_name); break; } shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str); } } /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst) { BOOL is_color = FALSE; glsl_dst->mask_str[0] = '\0'; glsl_dst->reg_name[0] = '\0'; shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins); return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str); } /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst, enum wined3d_data_type data_type) { struct glsl_dst_param glsl_dst; DWORD mask; if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst))) { switch (data_type) { case WINED3D_DATA_FLOAT: shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); break; case WINED3D_DATA_INT: shader_addline(buffer, "%s%s = %sintBitsToFloat(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: shader_addline(buffer, "%s%s = %suintBitsToFloat(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); break; default: FIXME("Unhandled data type %#x.\n", data_type); shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); break; } } return mask; } /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins) { return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); } /** Process GLSL instruction modifiers */ static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { struct glsl_dst_param dst_param; DWORD modifiers; if (!ins->dst_count) return; modifiers = ins->dst[0].modifiers; if (!modifiers) return; shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); if (modifiers & WINED3DSPDM_SATURATE) { /* _SAT means to clamp the value of the register to between 0 and 1 */ shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); } if (modifiers & WINED3DSPDM_MSAMPCENTROID) { FIXME("_centroid modifier not handled\n"); } if (modifiers & WINED3DSPDM_PARTIALPRECISION) { /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ } } static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op) { switch (op) { case WINED3D_SHADER_REL_OP_GT: return ">"; case WINED3D_SHADER_REL_OP_EQ: return "=="; case WINED3D_SHADER_REL_OP_GE: return ">="; case WINED3D_SHADER_REL_OP_LT: return "<"; case WINED3D_SHADER_REL_OP_NE: return "!="; case WINED3D_SHADER_REL_OP_LE: return "<="; default: FIXME("Unrecognized operator %#x.\n", op); return "(\?\?)"; } } static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx, DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function) { static const struct { unsigned int coord_size; const char *type_part; } resource_types[] = { {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */ {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */ {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */ }; struct shader_glsl_ctx_priv *priv = ctx->backend_data; enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type; const struct wined3d_gl_info *gl_info = ctx->gl_info; BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL && (priv->cur_ps_args->shadow & (1 << resource_idx)); BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED; BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE]; BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD; BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD; const char *base = "texture", *type_part = "", *suffix = ""; unsigned int coord_size; sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type; if (resource_type >= ARRAY_SIZE(resource_types)) { ERR("Unexpected resource type %#x.\n", resource_type); resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; } /* Note that there's no such thing as a projected cube texture. */ if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) projected = FALSE; if (shadow) base = "shadow"; type_part = resource_types[resource_type].type_part; if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect) type_part = "2DRect"; if (!type_part[0]) FIXME("Unhandled resource type %#x.\n", resource_type); if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4]) { if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) suffix = "ARB"; else FIXME("Unsupported grad function.\n"); } sample_function->name = string_buffer_get(priv->string_buffers); string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "", lod ? "Lod" : grad ? "Grad" : "", suffix); coord_size = resource_types[resource_type].coord_size; if (shadow) ++coord_size; sample_function->coord_mask = (1 << coord_size) - 1; } static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx, struct glsl_sample_function *sample_function) { const struct shader_glsl_ctx_priv *priv = ctx->backend_data; string_buffer_release(priv->string_buffers, sample_function->name); } static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name, BOOL sign_fixup, enum fixup_channel_source channel_source) { switch(channel_source) { case CHANNEL_SOURCE_ZERO: strcat(arguments, "0.0"); break; case CHANNEL_SOURCE_ONE: strcat(arguments, "1.0"); break; case CHANNEL_SOURCE_X: strcat(arguments, reg_name); strcat(arguments, ".x"); break; case CHANNEL_SOURCE_Y: strcat(arguments, reg_name); strcat(arguments, ".y"); break; case CHANNEL_SOURCE_Z: strcat(arguments, reg_name); strcat(arguments, ".z"); break; case CHANNEL_SOURCE_W: strcat(arguments, reg_name); strcat(arguments, ".w"); break; default: FIXME("Unhandled channel source %#x\n", channel_source); strcat(arguments, "undefined"); break; } if (sign_fixup) strcat(arguments, " * 2.0 - 1.0"); } static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer, const char *reg_name, DWORD mask, struct color_fixup_desc fixup) { unsigned int mask_size, remaining; DWORD fixup_mask = 0; char arguments[256]; char mask_str[6]; if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0; if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1; if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2; if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3; if (!(mask &= fixup_mask)) return; if (is_complex_fixup(fixup)) { enum complex_fixup complex_fixup = get_complex_fixup(fixup); FIXME("Complex fixup (%#x) not supported\n",complex_fixup); return; } shader_glsl_write_mask_to_str(mask, mask_str); mask_size = shader_glsl_get_write_mask_size(mask); arguments[0] = '\0'; remaining = mask_size; if (mask & WINED3DSP_WRITEMASK_0) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_1) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_2) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_3) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source); if (--remaining) strcat(arguments, ", "); } if (mask_size > 1) shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments); else shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments); } static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup) { char reg_name[256]; BOOL is_color; shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins); shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup); } static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle, const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...) { const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; char dst_swizzle[6]; struct color_fixup_desc fixup; BOOL np2_fixup = FALSE; va_list args; int ret; shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); /* FIXME: We currently don't support fixups for vertex shaders or anything * above SM3. Note that for SM4+ the sampler index doesn't have to match * the resource index. */ if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; fixup = priv->cur_ps_args->color_fixup[sampler]; if (priv->cur_ps_args->np2_fixup & (1 << sampler)) np2_fixup = TRUE; } else { fixup = COLOR_FIXUP_IDENTITY; } shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type); shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ", sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler); for (;;) { va_start(args, coord_reg_fmt); ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args); va_end(args); if (!ret) break; if (!string_buffer_resize(ins->ctx->buffer, ret)) break; } if (np2_fixup) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const unsigned char idx = priv->cur_np2fixup_info->idx[sampler]; switch (shader_glsl_get_write_mask_size(sample_function->coord_mask)) { case 1: shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s", idx >> 1, (idx % 2) ? "z" : "x"); break; case 2: shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s", idx >> 1, (idx % 2) ? "zw" : "xy"); break; case 3: shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)", idx >> 1, (idx % 2) ? "zw" : "xy"); break; case 4: shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)", idx >> 1, (idx % 2) ? "zw" : "xy"); break; } } if (dx && dy) shader_addline(ins->ctx->buffer, ", %s, %s)", dx, dy); else if (bias) shader_addline(ins->ctx->buffer, ", %s)", bias); else shader_addline(ins->ctx->buffer, ")"); shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle); if (!is_identity_fixup(fixup)) shader_glsl_color_correction(ins, fixup); } /***************************************************************************** * Begin processing individual instruction opcodes ****************************************************************************/ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD write_mask; const char *op; /* Determine the GLSL operator to use based on the opcode */ switch (ins->handler_idx) { case WINED3DSIH_ADD: op = "+"; break; case WINED3DSIH_AND: op = "&"; break; case WINED3DSIH_DIV: op = "/"; break; case WINED3DSIH_IADD: op = "+"; break; case WINED3DSIH_ISHL: op = "<<"; break; case WINED3DSIH_MUL: op = "*"; break; case WINED3DSIH_OR: op = "|"; break; case WINED3DSIH_SUB: op = "-"; break; case WINED3DSIH_USHR: op = ">>"; break; case WINED3DSIH_XOR: op = "^"; break; default: op = ""; FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx); break; } write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str); } static void shader_glsl_relop(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; unsigned int mask_size; DWORD write_mask; const char *op; write_mask = shader_glsl_append_dst(buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); if (mask_size > 1) { switch (ins->handler_idx) { case WINED3DSIH_EQ: op = "equal"; break; case WINED3DSIH_GE: op = "greaterThanEqual"; break; case WINED3DSIH_IGE: op = "greaterThanEqual"; break; case WINED3DSIH_UGE: op = "greaterThanEqual"; break; case WINED3DSIH_LT: op = "lessThan"; break; case WINED3DSIH_NE: op = "notEqual"; break; default: op = ""; ERR("Unhandled opcode %#x.\n", ins->handler_idx); break; } shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n", mask_size, op, src0_param.param_str, src1_param.param_str); } else { switch (ins->handler_idx) { case WINED3DSIH_EQ: op = "=="; break; case WINED3DSIH_GE: op = ">="; break; case WINED3DSIH_IGE: op = ">="; break; case WINED3DSIH_UGE: op = ">="; break; case WINED3DSIH_LT: op = "<"; break; case WINED3DSIH_NE: op = "!="; break; default: op = ""; ERR("Unhandled opcode %#x.\n", ins->handler_idx); break; } shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n", src0_param.param_str, op, src1_param.param_str); } } static void shader_glsl_imul(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD write_mask; /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If * not, we can emulate it. */ if (ins->dst[0].reg.type != WINED3DSPR_NULL) FIXME("64-bit integer multiplies not implemented.\n"); if (ins->dst[1].reg.type != WINED3DSPR_NULL) { write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(ins->ctx->buffer, "%s * %s);\n", src0_param.param_str, src1_param.param_str); } } static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param, src1_param; DWORD write_mask; if (ins->dst[0].reg.type != WINED3DSPR_NULL) { if (ins->dst[1].reg.type != WINED3DSPR_NULL) { char dst_mask[6]; write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "tmp0%s = %s / %s;\n", dst_mask, src0_param.param_str, src1_param.param_str); write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str); shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); shader_addline(buffer, "tmp0%s);\n", dst_mask); } else { write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str); } } else if (ins->dst[1].reg.type != WINED3DSPR_NULL) { write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str); } } /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins) { const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later * shader versions WINED3DSIO_MOVA is used for this. */ if (ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX && ins->dst[0].reg.type == WINED3DSPR_ADDR) { /* This is a simple floor() */ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) { shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); } else { shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); } } else if(ins->handler_idx == WINED3DSIH_MOVA) { /* We need to *round* to the nearest int here. */ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); if (gl_info->supported[EXT_GPU_SHADER4]) { if (mask_size > 1) shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str); else shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str); } else { if (mask_size > 1) shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str); else shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str); } } else { shader_addline(buffer, "%s);\n", src0_param.param_str); } } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ static void shader_glsl_dot(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD dst_write_mask, src_write_mask; unsigned int dst_size = 0; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); /* dp4 works on vec4, dp3 on vec3, etc. */ if (ins->handler_idx == WINED3DSIH_DP4) src_write_mask = WINED3DSP_WRITEMASK_ALL; else if (ins->handler_idx == WINED3DSIH_DP3) src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; else src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param); if (dst_size > 1) { shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str); } else { shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str); } } /* Note that this instruction has some restrictions. The destination write mask * can't contain the w component, and the source swizzles have to be .xyzw */ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct glsl_src_param src0_param; struct glsl_src_param src1_param; char dst_mask[6]; shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask); } static void shader_glsl_cut(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "EndPrimitive();\n"); } /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1) * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD dst_write_mask; unsigned int dst_size; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); if (dst_size > 1) { shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n", dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str); } else { shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n", src1_param.param_str, src0_param.param_str, src1_param.param_str); } } /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; const char *instruction; DWORD write_mask; unsigned i; /* Determine the GLSL function to use based on the opcode */ /* TODO: Possibly make this a table for faster lookups */ switch (ins->handler_idx) { case WINED3DSIH_MIN: instruction = "min"; break; case WINED3DSIH_MAX: instruction = "max"; break; case WINED3DSIH_ABS: instruction = "abs"; break; case WINED3DSIH_FRC: instruction = "fract"; break; case WINED3DSIH_DSX: instruction = "dFdx"; break; case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break; case WINED3DSIH_ROUND_NI: instruction = "floor"; break; case WINED3DSIH_SQRT: instruction = "sqrt"; break; default: instruction = ""; FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx); break; } write_mask = shader_glsl_append_dst(buffer, ins); shader_addline(buffer, "%s(", instruction); if (ins->src_count) { shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); shader_addline(buffer, "%s", src_param.param_str); for (i = 1; i < ins->src_count; ++i) { shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param); shader_addline(buffer, ", %s", src_param.param_str); } } shader_addline(buffer, "));\n"); } static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {} static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; unsigned int mask_size; DWORD write_mask; char dst_mask[6]; write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); shader_addline(buffer, "tmp0.x = dot(%s, %s);\n", src_param.param_str, src_param.param_str); shader_glsl_append_dst(buffer, ins); if (mask_size > 1) { shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n", mask_size, src_param.param_str); } else { shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n", src_param.param_str); } } static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; const char *prefix, *suffix; unsigned int dst_size; DWORD dst_write_mask; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param); switch (ins->handler_idx) { case WINED3DSIH_EXP: case WINED3DSIH_EXPP: prefix = "exp2("; suffix = ")"; break; case WINED3DSIH_LOG: case WINED3DSIH_LOGP: prefix = "log2(abs("; suffix = "))"; break; case WINED3DSIH_RCP: prefix = "1.0 / "; suffix = ""; break; case WINED3DSIH_RSQ: prefix = "inversesqrt(abs("; suffix = "))"; break; default: prefix = ""; suffix = ""; FIXME("Unhandled instruction %#x.\n", ins->handler_idx); break; } if (dst_size > 1) shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix); else shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix); } /** Process the WINED3DSIO_EXPP instruction in GLSL: * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable): * dst.x = 2^(floor(src)) * dst.y = src - floor(src) * dst.z = 2^src (partial precision is allowed, but optional) * dst.w = 1.0; * For 2.0 shaders, just do this (honoring writemask and swizzle): * dst = 2^src; (partial precision is allowed, but optional) */ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins) { if (ins->ctx->reg_maps->shader_version.major < 2) { struct glsl_src_param src_param; char dst_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param); shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n"); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask); return; } shader_glsl_scalar_op(ins); } static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; unsigned int mask_size; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); if (mask_size > 1) shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str); else shader_addline(buffer, "int(%s));\n", src_param.param_str); } static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; unsigned int mask_size; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); if (mask_size > 1) shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str); else shader_addline(buffer, "float(%s));\n", src_param.param_str); } /** Process signed comparison opcodes in GLSL. */ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); if (mask_size > 1) { const char *compare; switch(ins->handler_idx) { case WINED3DSIH_SLT: compare = "lessThan"; break; case WINED3DSIH_SGE: compare = "greaterThanEqual"; break; default: compare = ""; FIXME("Can't handle opcode %#x\n", ins->handler_idx); } shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, src0_param.param_str, src1_param.param_str); } else { switch(ins->handler_idx) { case WINED3DSIH_SLT: /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed, * to return 0.0 but step returns 1.0 because step is not < x * An alternative is a bvec compare padded with an unused second component. * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same * issue. Playing with not() is not possible either because not() does not accept * a scalar. */ shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str); break; case WINED3DSIH_SGE: /* Here we can use the step() function and safe a conditional */ shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str); break; default: FIXME("Can't handle opcode %#x\n", ins->handler_idx); } } } static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins) { const char *condition_prefix, *condition_suffix; struct wined3d_shader_dst_param dst; struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; BOOL temp_destination = FALSE; DWORD cmp_channel = 0; unsigned int i, j; char mask_char[6]; DWORD write_mask; switch (ins->handler_idx) { case WINED3DSIH_CMP: condition_prefix = ""; condition_suffix = " >= 0.0"; break; case WINED3DSIH_CND: condition_prefix = ""; condition_suffix = " > 0.5"; break; case WINED3DSIH_MOVC: condition_prefix = "bool("; condition_suffix = ")"; break; default: FIXME("Unhandled instruction %#x.\n", ins->handler_idx); condition_prefix = ""; condition_suffix = ""; break; } if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg)) { write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n", condition_prefix, src0_param.param_str, condition_suffix, src1_param.param_str, src2_param.param_str); return; } dst = ins->dst[0]; /* Splitting the instruction up in multiple lines imposes a problem: * The first lines may overwrite source parameters of the following lines. * Deal with that by using a temporary destination register if needed. */ if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset && ins->src[0].reg.type == dst.reg.type) || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset && ins->src[1].reg.type == dst.reg.type) || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset && ins->src[2].reg.type == dst.reg.type)) temp_destination = TRUE; /* Cycle through all source0 channels. */ for (i = 0; i < 4; ++i) { write_mask = 0; /* Find the destination channels which use the current source0 channel. */ for (j = 0; j < 4; ++j) { if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i) { write_mask |= WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j; } } dst.write_mask = ins->dst[0].write_mask & write_mask; if (temp_destination) { if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char))) continue; shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char); } else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type))) continue; shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n", condition_prefix, src0_param.param_str, condition_suffix, src1_param.param_str, src2_param.param_str); } if (temp_destination) { shader_glsl_get_write_mask(&ins->dst[0], mask_char); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char); } } /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */ /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4 * the compare is done per component of src0. */ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; DWORD write_mask; DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); if (shader_version < WINED3D_SHADER_VERSION(1, 4)) { write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3) shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str); else shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); return; } shader_glsl_conditional_move(ins); } /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } /* Handles transforming all WINED3DSIO_M?x? opcodes for Vertex shaders to GLSL codes */ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins) { int i; int nComponents = 0; struct wined3d_shader_dst_param tmp_dst = {{0}}; struct wined3d_shader_src_param tmp_src[2] = {{{0}}}; struct wined3d_shader_instruction tmp_ins; memset(&tmp_ins, 0, sizeof(tmp_ins)); /* Set constants for the temporary argument */ tmp_ins.ctx = ins->ctx; tmp_ins.dst_count = 1; tmp_ins.dst = &tmp_dst; tmp_ins.src_count = 2; tmp_ins.src = tmp_src; switch(ins->handler_idx) { case WINED3DSIH_M4x4: nComponents = 4; tmp_ins.handler_idx = WINED3DSIH_DP4; break; case WINED3DSIH_M4x3: nComponents = 3; tmp_ins.handler_idx = WINED3DSIH_DP4; break; case WINED3DSIH_M3x4: nComponents = 4; tmp_ins.handler_idx = WINED3DSIH_DP3; break; case WINED3DSIH_M3x3: nComponents = 3; tmp_ins.handler_idx = WINED3DSIH_DP3; break; case WINED3DSIH_M3x2: nComponents = 2; tmp_ins.handler_idx = WINED3DSIH_DP3; break; default: break; } tmp_dst = ins->dst[0]; tmp_src[0] = ins->src[0]; tmp_src[1] = ins->src[1]; for (i = 0; i < nComponents; ++i) { tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i; shader_glsl_dot(&tmp_ins); ++tmp_src[1].reg.idx[0].offset; } } /** The LRP instruction performs a component-wise linear interpolation between the second and third operands using the first operand as the blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) This is equivalent to mix(src2, src1, src0); */ static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n", src2_param.param_str, src1_param.param_str, src0_param.param_str); } /** Process the WINED3DSIO_LIT instruction in GLSL: * dst.x = dst.w = 1.0 * dst.y = (src0.x > 0) ? src0.x * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0 * where src.w is clamped at +- 128 */ static void shader_glsl_lit(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src3_param; char dst_mask[6]; shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param); /* The sdk specifies the instruction like this * dst.x = 1.0; * if(src.x > 0.0) dst.y = src.x * else dst.y = 0.0. * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power); * else dst.z = 0.0; * dst.w = 1.0; * (where power = src.w clamped between -128 and 128) * * Obviously that has quite a few conditionals in it which we don't like. So the first step is this: * dst.x = 1.0 ... No further explanation needed * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway * dst.w = 1.0. ... Nothing fancy. * * So we still have one conditional in there. So do this: * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power); * * 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), * 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. * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to. * * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is * what all Windows HW drivers and GL_ARB_vertex_program's LIT do. */ shader_addline(ins->ctx->buffer, "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : " "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n", src0_param.param_str, src3_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask); } /** Process the WINED3DSIO_DST instruction in GLSL: * dst.x = 1.0 * dst.y = src0.x * src0.y * dst.z = src0.z * dst.w = src1.w */ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0y_param; struct glsl_src_param src0z_param; struct glsl_src_param src1y_param; struct glsl_src_param src1w_param; char dst_mask[6]; shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param); shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n", src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask); } /** Process the WINED3DSIO_SINCOS instruction in GLSL: * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params. * * dst.x = cos(src0.?) * dst.y = sin(src0.?) * dst.z = dst.z * dst.w = dst.w */ static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; DWORD write_mask; if (ins->ctx->reg_maps->shader_version.major < 4) { shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); write_mask = shader_glsl_append_dst(buffer, ins); switch (write_mask) { case WINED3DSP_WRITEMASK_0: shader_addline(buffer, "cos(%s));\n", src0_param.param_str); break; case WINED3DSP_WRITEMASK_1: shader_addline(buffer, "sin(%s));\n", src0_param.param_str); break; case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1): shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str); break; default: ERR("Write mask should be .x, .y or .xy\n"); break; } return; } if (ins->dst[0].reg.type != WINED3DSPR_NULL) { if (ins->dst[1].reg.type != WINED3DSPR_NULL) { char dst_mask[6]; write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str); write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "cos(%s));\n", src0_param.param_str); shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); shader_addline(buffer, "tmp0%s);\n", dst_mask); } else { write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "sin(%s));\n", src0_param.param_str); } } else if (ins->dst[1].reg.type != WINED3DSPR_NULL) { write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "cos(%s));\n", src0_param.param_str); } } /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use * here. But those extra parameters require a dedicated function for sgn, since map2gl would * generate invalid code */ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str); } /** Process the WINED3DSIO_LOOP instruction in GLSL: * Start a for() loop where src1.y is the initial value of aL, * increment aL by src1.z for a total of src1.x iterations. * Need to use a temporary variable for this operation. */ /* FIXME: I don't think nested loops will work correctly this way. */ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; struct wined3d_string_buffer *buffer = ins->ctx->buffer; const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_lconst *constant; struct glsl_src_param src1_param; const DWORD *control_values = NULL; if (ins->ctx->reg_maps->shader_version.major < 4) { shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param); /* Try to hardcode the loop control parameters if possible. Direct3D 9 * class hardware doesn't support real varying indexing, but Microsoft * designed this feature for Shader model 2.x+. If the loop control is * known at compile time, the GLSL compiler can unroll the loop, and * replace indirect addressing with direct addressing. */ if (ins->src[1].reg.type == WINED3DSPR_CONSTINT) { LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) { if (constant->idx == ins->src[1].reg.idx[0].offset) { control_values = constant->value; break; } } } if (control_values) { struct wined3d_shader_loop_control loop_control; loop_control.count = control_values[0]; loop_control.start = control_values[1]; loop_control.step = (int)control_values[2]; if (loop_control.step > 0) { shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n", loop_state->current_depth, loop_control.start, loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start, loop_state->current_depth, loop_control.step); } else if (loop_control.step < 0) { shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n", loop_state->current_depth, loop_control.start, loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start, loop_state->current_depth, loop_control.step); } else { shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n", loop_state->current_depth, loop_control.start, loop_state->current_depth, loop_state->current_depth, loop_control.count, loop_state->current_depth); } } else { shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n", loop_state->current_depth, loop_state->current_reg, src1_param.reg_name, loop_state->current_depth, src1_param.reg_name, loop_state->current_depth, loop_state->current_reg, src1_param.reg_name); } ++loop_state->current_reg; } else { shader_addline(buffer, "for (;;)\n{\n"); } ++loop_state->current_depth; } static void shader_glsl_end(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; shader_addline(ins->ctx->buffer, "}\n"); if (ins->handler_idx == WINED3DSIH_ENDLOOP) { --loop_state->current_depth; --loop_state->current_reg; } if (ins->handler_idx == WINED3DSIH_ENDREP) { --loop_state->current_depth; } } static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader *shader = ins->ctx->shader; struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state; const struct wined3d_shader_lconst *constant; struct glsl_src_param src0_param; const DWORD *control_values = NULL; /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */ if (ins->src[0].reg.type == WINED3DSPR_CONSTINT) { LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) { if (constant->idx == ins->src[0].reg.idx[0].offset) { control_values = constant->value; break; } } } if (control_values) { shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n", loop_state->current_depth, loop_state->current_depth, control_values[0], loop_state->current_depth); } else { shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n", loop_state->current_depth, loop_state->current_depth, src0_param.param_str, loop_state->current_depth); } ++loop_state->current_depth; } static void shader_glsl_if(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "if (bool(%s)) {\n", src0_param.param_str); } static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n", src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str); } static void shader_glsl_else(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "} else {\n"); } static void shader_glsl_emit(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "EmitVertex();\n"); } static void shader_glsl_break(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "break;\n"); } /* FIXME: According to MSDN the compare is done per component. */ static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n", src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str); } static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param); shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str); } static void shader_glsl_label(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "}\n"); shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset); } static void shader_glsl_call(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset); } static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src1_param; shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx[0].offset); } static void shader_glsl_ret(const struct wined3d_shader_instruction *ins) { /* No-op. The closing } is written when a new function is started, and at the end of the shader. This * function only suppresses the unhandled instruction warning */ } /********************************************* * Pixel Shader Specific Code begins here ********************************************/ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) { DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); struct glsl_sample_function sample_function; DWORD sample_flags = 0; DWORD resource_idx; DWORD mask = 0, swizzle; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; /* 1.0-1.4: Use destination register as sampler source. * 2.0+: Use provided sampler source. */ if (shader_version < WINED3D_SHADER_VERSION(2,0)) resource_idx = ins->dst[0].reg.idx[0].offset; else resource_idx = ins->src[1].reg.idx[0].offset; if (shader_version < WINED3D_SHADER_VERSION(1,4)) { DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) & WINED3D_PSARGS_TEXTRANSFORM_MASK; enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type; /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */ if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; switch (flags & ~WINED3D_PSARGS_PROJECTED) { case WINED3D_TTFF_COUNT1: FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n"); break; case WINED3D_TTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break; case WINED3D_TTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break; case WINED3D_TTFF_COUNT4: case WINED3D_TTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break; } } } else if (shader_version < WINED3D_SHADER_VERSION(2,0)) { enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers; if (src_mod == WINED3DSPSM_DZ) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_2; } else if (src_mod == WINED3DSPSM_DW) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_3; } } else { if ((ins->flags & WINED3DSI_TEXLD_PROJECT) && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) { /* ps 2.0 texldp instruction always divides by the fourth component. */ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_3; } } if (priv->cur_ps_args->np2_fixup & (1 << resource_idx)) sample_flags |= WINED3D_GLSL_SAMPLE_NPOT; shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function); mask |= sample_function.coord_mask; sample_function.coord_mask = mask; if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE; else swizzle = ins->src[1].swizzle; /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (shader_version < WINED3D_SHADER_VERSION(1,4)) { char coord_mask[6]; shader_glsl_write_mask_to_str(mask, coord_mask); shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, "T%u%s", resource_idx, coord_mask); } else { struct glsl_src_param coord_param; shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param); if (ins->flags & WINED3DSI_TEXLD_BIAS) { struct glsl_src_param bias; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias); shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str, "%s", coord_param.param_str); } else { shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, "%s", coord_param.param_str); } } shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) { const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; struct glsl_src_param coord_param, dx_param, dy_param; DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD; struct glsl_sample_function sample_function; DWORD sampler_idx; DWORD swizzle = ins->src[1].swizzle; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]) { FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n"); shader_glsl_tex(ins); return; } sampler_idx = ins->src[1].reg.idx[0].offset; if (priv->cur_ps_args->np2_fixup & (1 << sampler_idx)) sample_flags |= WINED3D_GLSL_SAMPLE_NPOT; shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param); shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) { const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; struct glsl_src_param coord_param, lod_param; DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD; struct glsl_sample_function sample_function; DWORD sampler_idx; DWORD swizzle = ins->src[1].swizzle; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; sampler_idx = ins->src[1].reg.idx[0].offset; if (ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL && priv->cur_ps_args->np2_fixup & (1 << sampler_idx)) sample_flags |= WINED3D_GLSL_SAMPLE_NPOT; shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4] && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL) { /* Plain GLSL only supports Lod sampling functions in vertex shaders. * However, the NVIDIA drivers allow them in fragment shaders as well, * even without the appropriate extension. */ WARN("Using %s in fragment shader.\n", sample_function.name->buffer); } shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map, unsigned int resource_idx, unsigned int sampler_idx) { struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries; unsigned int i; for (i = 0; i < sampler_map->count; ++i) { if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx) return entries[i].bind_idx; } ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx); return ~0u; } static void shader_glsl_sample(const struct wined3d_shader_instruction *ins) { struct glsl_sample_function sample_function; struct glsl_src_param coord_param; unsigned int sampler_idx; shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins) { /* FIXME: Make this work for more than just 2D textures */ struct wined3d_string_buffer *buffer = ins->ctx->buffer; DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4)) { char dst_mask[6]; shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", ins->dst[0].reg.idx[0].offset, dst_mask); } else { enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers; DWORD reg = ins->src[0].reg.idx[0].offset; char dst_swizzle[6]; shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle); if (src_mod == WINED3DSPSM_DZ) { unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); struct glsl_src_param div_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param); if (mask_size > 1) { shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); } else { shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); } } else if (src_mod == WINED3DSPSM_DW) { unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); struct glsl_src_param div_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param); if (mask_size > 1) { shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); } else { shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); } } else { shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle); } } } /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct glsl_src_param src0_param; UINT mask_size; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one * scalar, and projected sampling would require 4. * * It is a dependent read - not valid with conditional NP2 textures */ shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function); mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask); switch(mask_size) { case 1: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str); break; case 2: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str); break; case 3: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str); break; default: FIXME("Unexpected mask size %u\n", mask_size); break; } shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; DWORD dst_mask; unsigned int mask_size; dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str); } else { shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str); } } /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins) { struct glsl_dst_param dst_param; shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0. * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result * >= 1.0 or < 0.0 */ shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name); } /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL: * Last row of a 3x2 matrix multiply, use the result to calculate the depth: * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str); shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n"); } /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); } /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str); tex_mx->texcoord_w[tex_mx->current_row++] = reg; } static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy"); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz"); shader_glsl_release_sample_function(ins->ctx, &sample_function); tex_mx->current_row = 0; } /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; char dst_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask); tex_mx->current_row = 0; } /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; char coord_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Reflection calculation */ shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask); /* Sample the texture */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0%s", coord_mask); shader_glsl_release_sample_function(ins->ctx, &sample_function); tex_mx->current_row = 0; } /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; char coord_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n", tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg); shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n"); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0%s", coord_mask); shader_glsl_release_sample_function(ins->ctx, &sample_function); tex_mx->current_row = 0; } /** Process the WINED3DSIO_TEXBEM instruction in GLSL. * Apply a fake bump map transform. * texbem is pshader <= 1.3 only, this saves a few version checks */ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct glsl_sample_function sample_function; struct glsl_src_param coord_param; DWORD sampler_idx; DWORD mask; DWORD flags; char coord_mask[6]; sampler_idx = ins->dst[0].reg.idx[0].offset; flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) & WINED3D_PSARGS_TEXTRANSFORM_MASK; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function); mask = sample_function.coord_mask; shader_glsl_write_mask_to_str(mask, coord_mask); /* With projected textures, texbem only divides the static texture coord, * not the displacement, so we can't let GL handle this. */ if (flags & WINED3D_PSARGS_PROJECTED) { DWORD div_mask=0; char coord_div_mask[3]; switch (flags & ~WINED3D_PSARGS_PROJECTED) { case WINED3D_TTFF_COUNT1: FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n"); break; case WINED3D_TTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break; case WINED3D_TTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break; case WINED3D_TTFF_COUNT4: case WINED3D_TTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break; } shader_glsl_write_mask_to_str(div_mask, coord_div_mask); shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask); } shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask); if (ins->handler_idx == WINED3DSIH_TEXBEML) { struct glsl_src_param luminance_param; struct glsl_dst_param dst_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param); shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n", dst_param.reg_name, dst_param.mask_str, luminance_param.param_str, sampler_idx, sampler_idx); } shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_bem(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param, src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n", src0_param.param_str, sampler_idx, src1_param.param_str); } /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "%s.wx", src0_param.reg_name); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "%s.yz", src0_param.reg_name); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct glsl_src_param src0_param; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "%s", src0_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins) { if (ins->ctx->reg_maps->shader_version.major >= 4) { struct glsl_src_param src_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param); shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str); } else { struct glsl_dst_param dst_param; /* The argument is a destination parameter, and no writemasks are allowed */ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); /* 2.0 shaders compare all 4 components in texkill. */ if (ins->ctx->reg_maps->shader_version.major >= 2) shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name); /* 1.x shaders only compare the first 3 components, probably due to * the nature of the texkill instruction as a tex* instruction, and * phase, which kills all .w components. Even if all 4 components are * defined, only the first 3 are used. */ else shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name); } } /** Process the WINED3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str); } else { shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } } static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_signature *input_signature, const struct wined3d_shader_reg_maps *reg_maps, const struct ps_compile_args *args) { unsigned int i; for (i = 0; i < input_signature->element_count; ++i) { const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; const char *semantic_name; UINT semantic_idx; char reg_mask[6]; /* Unused */ if (!(reg_maps->input_registers & (1 << input->register_idx))) continue; semantic_name = input->semantic_name; semantic_idx = input->semantic_idx; shader_glsl_write_mask_to_str(input->mask, reg_mask); if (args->vp_mode == vertexshader) { if (input->sysval_semantic == WINED3D_SV_POSITION) shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx); else shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, shader->u.ps.input_reg_map[input->register_idx], reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (semantic_idx < 8 && args->vp_mode == pretransformed) shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, semantic_idx, reg_mask); else shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR)) { if (!semantic_idx) shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); else if (semantic_idx == 1) shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); else shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } else { shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } } } /********************************************* * Vertex Shader Specific Code begins here ********************************************/ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) { struct glsl_program_key key; key.vs_id = entry->vs.id; key.gs_id = entry->gs.id; key.ps_id = entry->ps.id; if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1) { ERR("Failed to insert program entry.\n"); } } static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv, GLuint vs_id, GLuint gs_id, GLuint ps_id) { struct wine_rb_entry *entry; struct glsl_program_key key; key.vs_id = vs_id; key.gs_id = gs_id; key.ps_id = ps_id; entry = wine_rb_get(&priv->program_lookup, &key); return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL; } /* Context activation is done by the caller. */ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, struct glsl_shader_prog_link *entry) { struct glsl_program_key key; key.vs_id = entry->vs.id; key.gs_id = entry->gs.id; key.ps_id = entry->ps.id; wine_rb_remove(&priv->program_lookup, &key); GL_EXTCALL(glDeleteProgram(entry->id)); if (entry->vs.id) list_remove(&entry->vs.shader_entry); if (entry->gs.id) list_remove(&entry->gs.shader_entry); if (entry->ps.id) list_remove(&entry->ps.shader_entry); HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations); HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations); HeapFree(GetProcessHeap(), 0, entry); } static void handle_ps3_input(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature *input_signature, const struct wined3d_shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature *output_signature, const struct wined3d_shader_reg_maps *reg_maps_out) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; unsigned int i, j; DWORD *set; DWORD in_idx; unsigned int in_count = vec4_varyings(3, gl_info); char reg_mask[6]; struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers); set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2)); for (i = 0; i < input_signature->element_count; ++i) { const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; if (!(reg_maps_in->input_registers & (1 << input->register_idx))) continue; in_idx = map[input->register_idx]; /* Declared, but not read register */ if (in_idx == ~0u) continue; if (in_idx >= (in_count + 2)) { FIXME("More input varyings declared than supported, expect issues.\n"); continue; } if (in_idx == in_count) string_buffer_sprintf(destination, "gl_FrontColor"); else if (in_idx == in_count + 1) string_buffer_sprintf(destination, "gl_FrontSecondaryColor"); else string_buffer_sprintf(destination, "ps_link[%u]", in_idx); if (!set[in_idx]) set[in_idx] = ~0u; for (j = 0; j < output_signature->element_count; ++j) { const struct wined3d_shader_signature_element *output = &output_signature->elements[j]; DWORD mask; if (!(reg_maps_out->output_registers & (1 << output->register_idx)) || input->semantic_idx != output->semantic_idx || strcmp(input->semantic_name, output->semantic_name) || !(mask = input->mask & output->mask)) continue; if (set[in_idx] == ~0u) set[in_idx] = mask; else set[in_idx] |= mask; shader_glsl_write_mask_to_str(mask, reg_mask); shader_addline(buffer, "%s%s = vs_out[%u]%s;\n", destination->buffer, reg_mask, output->register_idx, reg_mask); } } for (i = 0; i < in_count + 2; ++i) { unsigned int size; if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL) continue; if (set[i] == ~0U) set[i] = 0; size = 0; if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x'; if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y'; if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z'; if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w'; reg_mask[size] = '\0'; if (i == in_count) string_buffer_sprintf(destination, "gl_FrontColor"); else if (i == in_count + 1) string_buffer_sprintf(destination, "gl_FrontSecondaryColor"); else string_buffer_sprintf(destination, "ps_link[%u]", i); if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask); else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size); } HeapFree(GetProcessHeap(), 0, set); string_buffer_release(&priv->string_buffers, destination); } /* Context activation is done by the caller. */ static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv, const struct wined3d_shader *vs, const struct wined3d_shader *ps, BOOL per_vertex_point_size, const struct wined3d_gl_info *gl_info) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; GLuint ret = 0; DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0; unsigned int i; const char *semantic_name; UINT semantic_idx; char reg_mask[6]; string_buffer_clear(buffer); shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version)); if (per_vertex_point_size) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " float size_min;\n"); shader_addline(buffer, " float size_max;\n"); shader_addline(buffer, "} ffp_point;\n"); } if (ps_major < 3) { shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output); for (i = 0; i < vs->output_signature.element_count; ++i) { const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i]; DWORD write_mask; if (!(vs->reg_maps.output_registers & (1 << output->register_idx))) continue; semantic_name = output->semantic_name; semantic_idx = output->semantic_idx; write_mask = output->mask; shader_glsl_write_mask_to_str(write_mask, reg_mask); if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR)) { if (!semantic_idx) shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n", reg_mask, output->register_idx, reg_mask); else if (semantic_idx == 1) shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx) { shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (semantic_idx < 8) { if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0) write_mask |= WINED3DSP_WRITEMASK_3; shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n", semantic_idx, reg_mask, output->register_idx, reg_mask); if (!(write_mask & WINED3DSP_WRITEMASK_3)) shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx); } } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) { shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG)) { shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", output->register_idx, reg_mask[1]); } } shader_addline(buffer, "}\n"); } else { UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input); /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */ shader_addline(buffer, "varying vec4 ps_link[%u];\n", in_count); shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output); /* First, sort out position and point size. Those are not passed to the pixel shader */ for (i = 0; i < vs->output_signature.element_count; ++i) { const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i]; if (!(vs->reg_maps.output_registers & (1 << output->register_idx))) continue; semantic_name = output->semantic_name; semantic_idx = output->semantic_idx; shader_glsl_write_mask_to_str(output->mask, reg_mask); if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx) { shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) { shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]); } } /* Then, fix the pixel shader input */ handle_ps3_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature, &ps->reg_maps, &vs->output_signature, &vs->reg_maps); shader_addline(buffer, "}\n"); } ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); checkGLcall("glCreateShader(GL_VERTEX_SHADER)"); shader_glsl_compile(gl_info, ret, buffer->buffer); return ret; } static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer) { shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n"); shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n"); shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n"); shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n"); shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n"); shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n"); } static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer, enum wined3d_ffp_ps_fog_mode mode) { switch (mode) { case WINED3D_FFP_PS_FOG_OFF: return; case WINED3D_FFP_PS_FOG_LINEAR: shader_addline(buffer, "float fog = (ffp_fog.end - gl_FogFragCoord) * ffp_fog.scale;\n"); break; case WINED3D_FFP_PS_FOG_EXP: shader_addline(buffer, "float fog = exp(-ffp_fog.density * gl_FogFragCoord);\n"); break; case WINED3D_FFP_PS_FOG_EXP2: shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density" " * gl_FogFragCoord * gl_FogFragCoord);\n"); break; default: ERR("Invalid fog mode %#x.\n", mode); return; } shader_addline(buffer, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz," " clamp(fog, 0.0, 1.0));\n"); } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, const struct wined3d_shader *shader, const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context->gl_info; const DWORD *function = shader->function; struct shader_glsl_ctx_priv priv_ctx; /* Create the hw GLSL shader object and assign it as the shader->prgId */ GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.cur_ps_args = args; priv_ctx.cur_np2fixup_info = np2fixup_info; priv_ctx.string_buffers = string_buffers; shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, ®_maps->shader_version)); if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n"); if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n"); /* The spec says that it doesn't have to be explicitly enabled, but the * nvidia drivers write a warning if we don't do so. */ if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n"); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n"); if (gl_info->supported[EXT_GPU_SHADER4]) shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n"); /* Base Declarations */ shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx); /* Pack 3.0 inputs */ if (reg_maps->shader_version.major >= 3) shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args); /* Base Shader Body */ shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx); /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ if (reg_maps->shader_version.major < 2) { /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */ shader_addline(buffer, "gl_FragData[0] = R0;\n"); } if (args->srgb_correction) shader_glsl_generate_srgb_write_correction(buffer); /* SM < 3 does not replace the fog stage. */ if (reg_maps->shader_version.major < 3) shader_glsl_generate_fog_code(buffer, args->fog); shader_addline(buffer, "}\n"); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, const struct wined3d_shader *shader, const struct vs_compile_args *args) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context->gl_info; const DWORD *function = shader->function; struct shader_glsl_ctx_priv priv_ctx; /* Create the hw GLSL shader program and assign it as the shader->prgId */ GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, ®_maps->shader_version)); if (gl_info->supported[ARB_DRAW_INSTANCED]) shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n"); if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n"); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n"); if (gl_info->supported[EXT_GPU_SHADER4]) shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n"); memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.cur_vs_args = args; priv_ctx.string_buffers = string_buffers; /* Base Declarations */ shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx); /* Base Shader Body */ shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx); /* Unpack outputs */ shader_addline(buffer, "order_ps_input(vs_out);\n"); /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE), * the fog frag coord is thrown away. If the fog frag coord is used, but not written by * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0) */ if (args->fog_src == VS_FOG_Z) shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n"); else if (!reg_maps->fog) shader_addline(buffer, "gl_FogFragCoord = 0.0;\n"); /* We always store the clipplanes without y inversion */ if (args->clip_enabled) shader_addline(buffer, "gl_ClipVertex = gl_Position;\n"); if (args->point_size && !args->per_vertex_point_size) shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n"); /* Write the final position. * * OpenGL coordinates specify the center of the pixel while d3d coords specify * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x * contains 1.0 to allow a mad. */ shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n"); shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n"); /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c * * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w, * which is the same as z = z * 2 - w. */ shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"); shader_addline(buffer, "}\n"); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, const struct wined3d_shader *shader) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context->gl_info; const DWORD *function = shader->function; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER)); shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, ®_maps->shader_version)); if (gl_info->supported[ARB_GEOMETRY_SHADER4]) shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n"); if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n"); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n"); if (gl_info->supported[EXT_GPU_SHADER4]) shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n"); memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.string_buffers = string_buffers; shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx); shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx); shader_addline(buffer, "}\n"); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } static GLuint find_glsl_pshader(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, struct wined3d_shader *shader, const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info) { struct glsl_ps_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; struct ps_np2fixup_info *np2fixup; UINT i; DWORD new_size; GLuint ret; if (!shader->backend_data) { shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); if (!shader->backend_data) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.ps; /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), * so a linear search is more performant than a hashmap or a binary search * (cache coherency etc) */ for (i = 0; i < shader_data->num_gl_shaders; ++i) { if (!memcmp(&gl_shaders[i].args, args, sizeof(*args))) { if (args->np2_fixup) *np2fixup_info = &gl_shaders[i].np2fixup; return gl_shaders[i].id; } } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if(shader_data->shader_array_size == shader_data->num_gl_shaders) { if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps, new_size * sizeof(*gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader_data->gl_shaders.ps = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; } gl_shaders[shader_data->num_gl_shaders].args = *args; np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup; memset(np2fixup, 0, sizeof(*np2fixup)); *np2fixup_info = args->np2_fixup ? np2fixup : NULL; pixelshader_update_resource_types(shader, args->tex_types); string_buffer_clear(buffer); ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup); gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new, const DWORD use_map) { if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE; if((stored->clip_enabled) != new->clip_enabled) return FALSE; if (stored->point_size != new->point_size) return FALSE; if (stored->per_vertex_point_size != new->per_vertex_point_size) return FALSE; return stored->fog_src == new->fog_src; } static GLuint find_glsl_vshader(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, struct wined3d_shader *shader, const struct vs_compile_args *args) { UINT i; DWORD new_size; DWORD use_map = context->stream_info.use_map; struct glsl_vs_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; GLuint ret; if (!shader->backend_data) { shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); if (!shader->backend_data) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.vs; /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), * so a linear search is more performant than a hashmap or a binary search * (cache coherency etc) */ for (i = 0; i < shader_data->num_gl_shaders; ++i) { if (vs_args_equal(&gl_shaders[i].args, args, use_map)) return gl_shaders[i].id; } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if(shader_data->shader_array_size == shader_data->num_gl_shaders) { if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs, new_size * sizeof(*gl_shaders)); } else { new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader_data->gl_shaders.vs = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; } gl_shaders[shader_data->num_gl_shaders].args = *args; string_buffer_clear(buffer); ret = shader_glsl_generate_vshader(context, buffer, string_buffers, shader, args); gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static GLuint find_glsl_geometry_shader(const struct wined3d_context *context, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, struct wined3d_shader *shader) { struct glsl_gs_compiled_shader *gl_shaders; struct glsl_shader_private *shader_data; GLuint ret; if (!shader->backend_data) { if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.gs; if (shader_data->num_gl_shaders) return gl_shaders[0].id; TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders)))) { ERR("Failed to allocate GL shader array.\n"); return 0; } shader_data->shader_array_size = 1; gl_shaders = shader_data->gl_shaders.gs; string_buffer_clear(buffer); ret = shader_glsl_generate_geometry_shader(context, buffer, string_buffers, shader); gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material) { switch (mcs) { case WINED3D_MCS_MATERIAL: return material; case WINED3D_MCS_COLOR1: return "ffp_attrib_diffuse"; case WINED3D_MCS_COLOR2: return "ffp_attrib_specular"; default: ERR("Invalid material color source %#x.\n", mcs); return ""; } } static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer, const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting) { const char *diffuse, *specular, *emissive, *ambient; enum wined3d_light_type light_type; unsigned int i; if (!settings->lighting) { shader_addline(buffer, "gl_FrontColor = ffp_attrib_diffuse;\n"); shader_addline(buffer, "gl_FrontSecondaryColor = ffp_attrib_specular;\n"); return; } shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n"); shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n"); shader_addline(buffer, "vec4 specular = vec4(0.0);\n"); shader_addline(buffer, "vec3 dir, dst;\n"); shader_addline(buffer, "float att, t;\n"); ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient"); diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse"); specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular"); emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive"); for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) { light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK; switch (light_type) { case WINED3D_LIGHT_POINT: shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i); shader_addline(buffer, "dst.z = dot(dir, dir);\n"); shader_addline(buffer, "dst.y = sqrt(dst.z);\n"); shader_addline(buffer, "dst.x = 1.0;\n"); if (legacy_lighting) { shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i); shader_addline(buffer, "dst.z = dst.y * dst.y;\n"); } else { shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i); } shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att," " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i); if (!legacy_lighting) shader_addline(buffer, "att = 1.0 / att;\n"); shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i); if (!settings->normal) { if (!legacy_lighting) shader_addline(buffer, "}\n"); break; } shader_addline(buffer, "dir = normalize(dir);\n"); shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)" " * ffp_light[%u].diffuse.xyz) * att;\n", i); if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); else shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)" " * ffp_light[%u].specular) * att;\n", i); if (!legacy_lighting) shader_addline(buffer, "}\n"); break; case WINED3D_LIGHT_SPOT: shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i); shader_addline(buffer, "dst.z = dot(dir, dir);\n"); shader_addline(buffer, "dst.y = sqrt(dst.z);\n"); shader_addline(buffer, "dst.x = 1.0;\n"); if (legacy_lighting) { shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i); shader_addline(buffer, "dst.z = dst.y * dst.y;\n"); } else { shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i); } shader_addline(buffer, "dir = normalize(dir);\n"); shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i); shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i); shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i); shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)" " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n", i, i, i, i); if (legacy_lighting) shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att," " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i); else shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att," " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i); shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i); if (!settings->normal) { if (!legacy_lighting) shader_addline(buffer, "}\n"); break; } shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)" " * ffp_light[%u].diffuse.xyz) * att;\n", i); if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); else shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)" " * ffp_light[%u].specular) * att;\n", i); if (!legacy_lighting) shader_addline(buffer, "}\n"); break; case WINED3D_LIGHT_DIRECTIONAL: shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i); if (!settings->normal) break; shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i); shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" " * ffp_light[%u].diffuse.xyz;\n", i); /* TODO: In the non-local viewer case the halfvector is constant * and could be precomputed and stored in a uniform. */ if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); else shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)" " * ffp_light[%u].specular;\n", i); break; case WINED3D_LIGHT_PARALLELPOINT: shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i); if (!settings->normal) break; shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", i); shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" " * ffp_light[%u].diffuse.xyz;\n", i); shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)" " * ffp_light[%u].specular;\n", i); break; default: if (light_type) FIXME("Unhandled light type %#x.\n", light_type); continue; } } shader_addline(buffer, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n", ambient, diffuse, emissive); shader_addline(buffer, "gl_FrontColor.w = %s.w;\n", diffuse); shader_addline(buffer, "gl_FrontSecondaryColor = %s * specular;\n", specular); } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer *buffer, const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info, BOOL legacy_lighting) { static const struct attrib_info { const char type[6]; const char name[24]; } attrib_info[] = { {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */ {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */ /* TODO: Indexed vertex blending */ {"float", ""}, /* WINED3D_FFP_BLENDINDICES */ {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */ {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */ {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */ {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */ }; GLuint shader_obj; unsigned int i; string_buffer_clear(buffer); shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL)); for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i) { const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4"; shader_addline(buffer, "attribute %s vs_in%u;\n", type, i); } shader_addline(buffer, "\n"); shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS); shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n"); shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n"); shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES); shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 emissive;\n"); shader_addline(buffer, " vec4 ambient;\n"); shader_addline(buffer, " vec4 diffuse;\n"); shader_addline(buffer, " vec4 specular;\n"); shader_addline(buffer, " float shininess;\n"); shader_addline(buffer, "} ffp_material;\n"); shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n"); shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 diffuse;\n"); shader_addline(buffer, " vec4 specular;\n"); shader_addline(buffer, " vec4 ambient;\n"); shader_addline(buffer, " vec4 position;\n"); shader_addline(buffer, " vec3 direction;\n"); shader_addline(buffer, " float range;\n"); shader_addline(buffer, " float falloff;\n"); shader_addline(buffer, " float c_att;\n"); shader_addline(buffer, " float l_att;\n"); shader_addline(buffer, " float q_att;\n"); shader_addline(buffer, " float cos_htheta;\n"); shader_addline(buffer, " float cos_hphi;\n"); shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS); if (settings->point_size) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " float size;\n"); shader_addline(buffer, " float size_min;\n"); shader_addline(buffer, " float size_max;\n"); shader_addline(buffer, " float c_att;\n"); shader_addline(buffer, " float l_att;\n"); shader_addline(buffer, " float q_att;\n"); shader_addline(buffer, "} ffp_point;\n"); } shader_addline(buffer, "\nvoid main()\n{\n"); shader_addline(buffer, "float m;\n"); shader_addline(buffer, "vec3 r;\n"); for (i = 0; i < ARRAY_SIZE(attrib_info); ++i) { if (attrib_info[i].name[0]) shader_addline(buffer, "%s %s = vs_in%u;\n", attrib_info[i].type, attrib_info[i].name, i); } for (i = 0; i < MAX_TEXTURES; ++i) { unsigned int coord_idx = settings->texgen[i] & 0x0000ffff; if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU) { shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0); } } shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends); if (settings->transformed) { shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n"); shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n"); shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n"); } else { for (i = 0; i < settings->vertexblends; ++i) shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i); shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n"); for (i = 0; i < settings->vertexblends + 1; ++i) shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i); shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n"); if (settings->clipping) shader_addline(buffer, "gl_ClipVertex = ec_pos;\n"); shader_addline(buffer, "ec_pos /= ec_pos.w;\n"); } shader_addline(buffer, "vec3 normal = vec3(0.0);\n"); if (settings->normal) { if (!settings->vertexblends) { shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n"); } else { for (i = 0; i < settings->vertexblends + 1; ++i) shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i); } if (settings->normalize) shader_addline(buffer, "normal = normalize(normal);\n"); } shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting); for (i = 0; i < MAX_TEXTURES; ++i) { switch (settings->texgen[i] & 0xffff0000) { case WINED3DTSS_TCI_PASSTHRU: if (settings->texcoords & (1 << i)) shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n", i, i, i); break; case WINED3DTSS_TCI_CAMERASPACENORMAL: shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i); break; case WINED3DTSS_TCI_CAMERASPACEPOSITION: shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i); break; case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]" " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i); break; case WINED3DTSS_TCI_SPHEREMAP: shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n"); shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n"); shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]" " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i); break; default: ERR("Unhandled texgen %#x.\n", settings->texgen[i]); break; } } switch (settings->fog_mode) { case WINED3D_FFP_VS_FOG_OFF: break; case WINED3D_FFP_VS_FOG_FOGCOORD: shader_addline(buffer, "gl_FogFragCoord = ffp_attrib_specular.w * 255.0;\n"); break; case WINED3D_FFP_VS_FOG_RANGE: shader_addline(buffer, "gl_FogFragCoord = length(ec_pos.xyz);\n"); break; case WINED3D_FFP_VS_FOG_DEPTH: if (settings->ortho_fog) /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */ shader_addline(buffer, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n"); else if (settings->transformed) shader_addline(buffer, "gl_FogFragCoord = ec_pos.z;\n"); else shader_addline(buffer, "gl_FogFragCoord = abs(ec_pos.z);\n"); break; default: ERR("Unhandled fog mode %#x.\n", settings->fog_mode); break; } if (settings->point_size) { shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att" " + ffp_point.l_att * length(ec_pos.xyz)" " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n", settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size"); shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n"); } shader_addline(buffer, "}\n"); shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); shader_glsl_compile(gl_info, shader_obj, buffer->buffer); return shader_obj; } static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg) { const char *ret; if (arg == ARG_UNUSED) return ""; switch (arg & WINED3DTA_SELECTMASK) { case WINED3DTA_DIFFUSE: ret = "gl_Color"; break; case WINED3DTA_CURRENT: if (!stage) ret = "gl_Color"; else ret = "ret"; break; case WINED3DTA_TEXTURE: switch (stage) { case 0: ret = "tex0"; break; case 1: ret = "tex1"; break; case 2: ret = "tex2"; break; case 3: ret = "tex3"; break; case 4: ret = "tex4"; break; case 5: ret = "tex5"; break; case 6: ret = "tex6"; break; case 7: ret = "tex7"; break; default: ret = ""; break; } break; case WINED3DTA_TFACTOR: ret = "tex_factor"; break; case WINED3DTA_SPECULAR: ret = "gl_SecondaryColor"; break; case WINED3DTA_TEMP: ret = "temp_reg"; break; case WINED3DTA_CONSTANT: switch (stage) { case 0: ret = "tss_const0"; break; case 1: ret = "tss_const1"; break; case 2: ret = "tss_const2"; break; case 3: ret = "tss_const3"; break; case 4: ret = "tss_const4"; break; case 5: ret = "tss_const5"; break; case 6: ret = "tss_const6"; break; case 7: ret = "tss_const7"; break; default: ret = ""; break; } break; default: return ""; } if (arg & WINED3DTA_COMPLEMENT) { shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret); if (argnum == 0) ret = "arg0"; else if (argnum == 1) ret = "arg1"; else if (argnum == 2) ret = "arg2"; } if (arg & WINED3DTA_ALPHAREPLICATE) { shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret); if (argnum == 0) ret = "arg0"; else if (argnum == 1) ret = "arg1"; else if (argnum == 2) ret = "arg2"; } return ret; } static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color, BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) { const char *dstmask, *dstreg, *arg0, *arg1, *arg2; if (color && alpha) dstmask = ""; else if (color) dstmask = ".xyz"; else dstmask = ".w"; if (dst == tempreg) dstreg = "temp_reg"; else dstreg = "ret"; arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0); arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1); arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2); switch (op) { case WINED3D_TOP_DISABLE: if (!stage) shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask); break; case WINED3D_TOP_SELECT_ARG1: shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask); break; case WINED3D_TOP_SELECT_ARG2: shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask); break; case WINED3D_TOP_MODULATE: shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_MODULATE_4X: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_MODULATE_2X: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD: shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD_SIGNED: shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD_SIGNED_2X: shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_SUBTRACT: shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD_SMOOTH: shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask); break; case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_BLEND_FACTOR_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE); shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask); break; case WINED3D_TOP_BLEND_CURRENT_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask); break; case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1); break; case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask); break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1); break; case WINED3D_TOP_BUMPENVMAP: case WINED3D_TOP_BUMPENVMAP_LUMINANCE: /* These are handled in the first pass, nothing to do. */ break; case WINED3D_TOP_DOTPRODUCT3: shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n", dstreg, dstmask, arg1, arg2, dstmask); break; case WINED3D_TOP_MULTIPLY_ADD: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask); break; case WINED3D_TOP_LERP: /* MSDN isn't quite right here. */ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask); break; default: FIXME("Unhandled operation %#x.\n", op); break; } } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv, const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0; BOOL tempreg_used = FALSE, tfactor_used = FALSE; const char *final_combiner_src = "ret"; UINT lowest_disabled_stage; GLuint shader_id; DWORD arg0, arg1, arg2; unsigned int stage; struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers); string_buffer_clear(buffer); /* Find out which textures are read */ for (stage = 0; stage < MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK; arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK; arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK; if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE || (stage == 0 && settings->color_key_enabled)) tex_map |= 1 << stage; if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) tfactor_used = TRUE; if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) tempreg_used = TRUE; if (settings->op[stage].dst == tempreg) tempreg_used = TRUE; if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT) tss_const_map |= 1 << stage; switch (settings->op[stage].cop) { case WINED3D_TOP_BUMPENVMAP_LUMINANCE: lum_map |= 1 << stage; /* fall through */ case WINED3D_TOP_BUMPENVMAP: bump_map |= 1 << stage; /* fall through */ case WINED3D_TOP_BLEND_TEXTURE_ALPHA: case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: tex_map |= 1 << stage; break; case WINED3D_TOP_BLEND_FACTOR_ALPHA: tfactor_used = TRUE; break; default: break; } if (settings->op[stage].aop == WINED3D_TOP_DISABLE) continue; arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK; arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK; arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK; if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE) tex_map |= 1 << stage; if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) tfactor_used = TRUE; if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) tempreg_used = TRUE; if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT) tss_const_map |= 1 << stage; } lowest_disabled_stage = stage; shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL)); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n"); shader_addline(buffer, "vec4 tmp0, tmp1;\n"); shader_addline(buffer, "vec4 ret;\n"); if (tempreg_used || settings->sRGB_write) shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n"); shader_addline(buffer, "vec4 arg0, arg1, arg2;\n"); for (stage = 0; stage < MAX_TEXTURES; ++stage) { if (tss_const_map & (1 << stage)) shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage); if (!(tex_map & (1 << stage))) continue; switch (settings->op[stage].tex_type) { case WINED3D_GL_RES_TYPE_TEX_1D: shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage); break; case WINED3D_GL_RES_TYPE_TEX_2D: shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage); break; case WINED3D_GL_RES_TYPE_TEX_3D: shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage); break; case WINED3D_GL_RES_TYPE_TEX_CUBE: shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage); break; case WINED3D_GL_RES_TYPE_TEX_RECT: shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage); break; default: FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type); break; } shader_addline(buffer, "vec4 tex%u;\n", stage); if (!(bump_map & (1 << stage))) continue; shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage); if (!(lum_map & (1 << stage))) continue; shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage); shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage); } if (tfactor_used) shader_addline(buffer, "uniform vec4 tex_factor;\n"); if (settings->color_key_enabled) shader_addline(buffer, "uniform vec4 color_key;\n"); shader_addline(buffer, "uniform vec4 specular_enable;\n"); if (settings->sRGB_write) { shader_addline(buffer, "const vec4 srgb_const0 = "); shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0); shader_addline(buffer, ";\n"); shader_addline(buffer, "const vec4 srgb_const1 = "); shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1); shader_addline(buffer, ";\n"); } shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 color;\n"); shader_addline(buffer, " float density;\n"); shader_addline(buffer, " float end;\n"); shader_addline(buffer, " float scale;\n"); shader_addline(buffer, "} ffp_fog;\n"); shader_addline(buffer, "void main()\n{\n"); if (lowest_disabled_stage < 7 && settings->emul_clipplanes) shader_addline(buffer, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n"); /* Generate texture sampling instructions) */ for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { const char *texture_function, *coord_mask; BOOL proj; if (!(tex_map & (1 << stage))) continue; if (settings->op[stage].projected == proj_none) { proj = FALSE; } else if (settings->op[stage].projected == proj_count4 || settings->op[stage].projected == proj_count3) { proj = TRUE; } else { FIXME("Unexpected projection mode %d\n", settings->op[stage].projected); proj = TRUE; } switch (settings->op[stage].tex_type) { case WINED3D_GL_RES_TYPE_TEX_1D: if (proj) { texture_function = "texture1DProj"; coord_mask = "xw"; } else { texture_function = "texture1D"; coord_mask = "x"; } break; case WINED3D_GL_RES_TYPE_TEX_2D: if (proj) { texture_function = "texture2DProj"; coord_mask = "xyw"; } else { texture_function = "texture2D"; coord_mask = "xy"; } break; case WINED3D_GL_RES_TYPE_TEX_3D: if (proj) { texture_function = "texture3DProj"; coord_mask = "xyzw"; } else { texture_function = "texture3D"; coord_mask = "xyz"; } break; case WINED3D_GL_RES_TYPE_TEX_CUBE: texture_function = "textureCube"; coord_mask = "xyz"; break; case WINED3D_GL_RES_TYPE_TEX_RECT: if (proj) { texture_function = "texture2DRectProj"; coord_mask = "xyw"; } else { texture_function = "texture2DRect"; coord_mask = "xy"; } break; default: FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type); texture_function = ""; coord_mask = "xyzw"; break; } if (stage > 0 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) { shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1); /* With projective textures, texbem only divides the static * texture coord, not the displacement, so multiply the * displacement with the dividing parameter before passing it to * TXP. */ if (settings->op[stage].projected != proj_none) { if (settings->op[stage].projected == proj_count4) { shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n", stage, stage); shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage); } else { shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n", stage, stage); shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage); } } else { shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage); } shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n", stage, texture_function, stage, coord_mask); if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n", stage, stage - 1, stage - 1, stage - 1); } else if (settings->op[stage].projected == proj_count3) { shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n", stage, texture_function, stage, stage); } else { shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n", stage, texture_function, stage, stage, coord_mask); } string_buffer_sprintf(tex_reg_name, "tex%u", stage); shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL, settings->op[stage].color_fixup); } if (settings->color_key_enabled) shader_addline(buffer, "if (all(equal(tex0, color_key))) discard;\n"); /* Generate the main shader */ for (stage = 0; stage < MAX_TEXTURES; ++stage) { BOOL op_equal; if (settings->op[stage].cop == WINED3D_TOP_DISABLE) { if (!stage) final_combiner_src = "gl_Color"; break; } if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2; else op_equal = settings->op[stage].aop == settings->op[stage].cop && settings->op[stage].carg0 == settings->op[stage].aarg0 && settings->op[stage].carg1 == settings->op[stage].aarg1 && settings->op[stage].carg2 == settings->op[stage].aarg2; if (settings->op[stage].aop == WINED3D_TOP_DISABLE) { shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); if (!stage) shader_addline(buffer, "ret.w = gl_Color.w;\n"); } else if (op_equal) { shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); } else { shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst, settings->op[stage].aop, settings->op[stage].aarg0, settings->op[stage].aarg1, settings->op[stage].aarg2); } } shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src); if (settings->sRGB_write) shader_glsl_generate_srgb_write_correction(buffer); shader_glsl_generate_fog_code(buffer, settings->fog); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); shader_glsl_compile(gl_info, shader_id, buffer->buffer); string_buffer_release(&priv->string_buffers, tex_reg_name); return shader_id; } static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings) { struct glsl_ffp_vertex_shader *shader; const struct wine_rb_entry *entry; if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings))) return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry); if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader)))) return NULL; shader->desc.settings = *settings; shader->id = shader_glsl_generate_ffp_vertex_shader(&priv->shader_buffer, settings, gl_info, priv->legacy_lighting); list_init(&shader->linked_programs); if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1) ERR("Failed to insert ffp vertex shader.\n"); return shader; } static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args) { struct glsl_ffp_fragment_shader *glsl_desc; const struct ffp_frag_desc *desc; if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args))) return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry); if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc)))) return NULL; glsl_desc->entry.settings = *args; glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info); list_init(&glsl_desc->linked_programs); add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry); return glsl_desc; } static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count) { unsigned int i; struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers); vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLuint) * gl_info->limits.glsl_vs_float_constants); for (i = 0; i < vs_c_count; ++i) { string_buffer_sprintf(name, "vs_c[%u]", i); vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } memset(&vs->uniform_f_locations[vs_c_count], 0xff, (gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLuint)); for (i = 0; i < MAX_CONST_I; ++i) { string_buffer_sprintf(name, "vs_i[%u]", i); vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } for (i = 0; i < MAX_CONST_B; ++i) { string_buffer_sprintf(name, "vs_b[%u]", i); vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup")); for (i = 0; i < MAX_VERTEX_BLENDS; ++i) { string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i); vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix")); vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix")); for (i = 0; i < MAX_TEXTURES; ++i) { string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i); vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient")); vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse")); vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular")); vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive")); vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess")); vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient")); for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i) { string_buffer_sprintf(name, "ffp_light[%u].diffuse", i); vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].specular", i); vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].ambient", i); vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].position", i); vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].direction", i); vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].range", i); vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].falloff", i); vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].c_att", i); vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].l_att", i); vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].q_att", i); vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i); vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i); vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size")); vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min")); vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max")); vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att")); vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att")); vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att")); string_buffer_release(&priv->string_buffers, name); } static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count) { unsigned int i; struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers); ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLuint) * gl_info->limits.glsl_ps_float_constants); for (i = 0; i < ps_c_count; ++i) { string_buffer_sprintf(name, "ps_c[%u]", i); ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } memset(&ps->uniform_f_locations[ps_c_count], 0xff, (gl_info->limits.glsl_ps_float_constants - ps_c_count) * sizeof(GLuint)); for (i = 0; i < MAX_CONST_I; ++i) { string_buffer_sprintf(name, "ps_i[%u]", i); ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } for (i = 0; i < MAX_CONST_B; ++i) { string_buffer_sprintf(name, "ps_b[%u]", i); ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } for (i = 0; i < MAX_TEXTURES; ++i) { string_buffer_sprintf(name, "bumpenv_mat%u", i); ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "bumpenv_lum_scale%u", i); ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "bumpenv_lum_offset%u", i); ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "tss_const%u", i); ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor")); ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable")); ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color")); ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density")); ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end")); ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale")); ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup")); ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection")); ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key")); string_buffer_release(&priv->string_buffers, name); } static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps, unsigned int base, unsigned int count) { const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type); GLuint block_idx; unsigned int i; struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers); for (i = 0; i < count; ++i) { if (!reg_maps->cb_sizes[i]) continue; string_buffer_sprintf(name, "block_%s_cb%u", prefix, i); block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer)); GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i)); } checkGLcall("glUniformBlockBinding"); string_buffer_release(&priv->string_buffers, name); } /* Context activation is done by the caller. */ static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data) { const struct wined3d_gl_info *gl_info = context->gl_info; const struct ps_np2fixup_info *np2fixup_info = NULL; struct glsl_shader_prog_link *entry = NULL; struct wined3d_shader *vshader = NULL; struct wined3d_shader *gshader = NULL; struct wined3d_shader *pshader = NULL; GLuint program_id = 0; GLuint reorder_shader_id = 0; unsigned int i; GLuint vs_id = 0; GLuint gs_id = 0; GLuint ps_id = 0; struct list *ps_list, *vs_list; WORD attribs_map; struct wined3d_string_buffer *tmp_name; if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program) { vs_id = ctx_data->glsl_program->vs.id; vs_list = &ctx_data->glsl_program->vs.shader_entry; if (use_vs(state)) { vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program->gs.id) gs_id = ctx_data->glsl_program->gs.id; else if (gshader) gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader); } } else if (use_vs(state)) { struct vs_compile_args vs_compile_args; vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args); vs_id = find_glsl_vshader(context, &priv->shader_buffer, &priv->string_buffers, vshader, &vs_compile_args); vs_list = &vshader->linked_programs; if ((gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY])) gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader); } else if (priv->vertex_pipe == &glsl_vertex_pipe) { struct glsl_ffp_vertex_shader *ffp_shader; struct wined3d_ffp_vs_settings settings; wined3d_ffp_get_vs_settings(state, &context->stream_info, &settings); ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings); vs_id = ffp_shader->id; vs_list = &ffp_shader->linked_programs; } if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program) { ps_id = ctx_data->glsl_program->ps.id; ps_list = &ctx_data->glsl_program->ps.shader_entry; if (use_ps(state)) pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; } else if (use_ps(state)) { struct ps_compile_args ps_compile_args; pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, gl_info); ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers, pshader, &ps_compile_args, &np2fixup_info); ps_list = &pshader->linked_programs; } else if (priv->fragment_pipe == &glsl_fragment_pipe) { struct glsl_ffp_fragment_shader *ffp_shader; struct ffp_frag_settings settings; gen_ffp_frag_op(context, state, &settings, FALSE); ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings); ps_id = ffp_shader->id; ps_list = &ffp_shader->linked_programs; } if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id))) { ctx_data->glsl_program = entry; return; } /* If we get to this point, then no matching program exists, so we create one */ program_id = GL_EXTCALL(glCreateProgram()); TRACE("Created new GLSL shader program %u.\n", program_id); /* Create the entry */ entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link)); entry->id = program_id; entry->vs.id = vs_id; entry->gs.id = gs_id; entry->ps.id = ps_id; entry->constant_version = 0; entry->ps.np2_fixup_info = np2fixup_info; /* Add the hash table entry */ add_glsl_program_entry(priv, entry); /* Set the current program */ ctx_data->glsl_program = entry; /* Attach GLSL vshader */ if (vs_id) { TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id); GL_EXTCALL(glAttachShader(program_id, vs_id)); checkGLcall("glAttachShader"); list_add_head(vs_list, &entry->vs.shader_entry); } if (vshader) { attribs_map = vshader->reg_maps.input_registers; reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader, state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size, gl_info); TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id); GL_EXTCALL(glAttachShader(program_id, reorder_shader_id)); checkGLcall("glAttachShader"); /* Flag the reorder function for deletion, then it will be freed automatically when the program * is destroyed */ GL_EXTCALL(glDeleteShader(reorder_shader_id)); } else { attribs_map = (1 << WINED3D_FFP_ATTRIBS_COUNT) - 1; } /* Bind vertex attributes to a corresponding index number to match * the same index numbers as ARB_vertex_programs (makes loading * vertex attributes simpler). With this method, we can use the * exact same code to load the attributes later for both ARB and * GLSL shaders. * * We have to do this here because we need to know the Program ID * in order to make the bindings work, and it has to be done prior * to linking the GLSL program. */ tmp_name = string_buffer_get(&priv->string_buffers); for (i = 0; attribs_map; attribs_map >>= 1, ++i) { if (!(attribs_map & 1)) continue; string_buffer_sprintf(tmp_name, "vs_in%u", i); GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer)); } checkGLcall("glBindAttribLocation"); string_buffer_release(&priv->string_buffers, tmp_name); if (gshader) { TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id); GL_EXTCALL(glAttachShader(program_id, gs_id)); checkGLcall("glAttachShader"); TRACE("input type %s, output type %s, vertices out %u.\n", debug_d3dprimitivetype(gshader->u.gs.input_type), debug_d3dprimitivetype(gshader->u.gs.output_type), gshader->u.gs.vertices_out); GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB, gl_primitive_type_from_d3d(gshader->u.gs.input_type))); GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB, gl_primitive_type_from_d3d(gshader->u.gs.output_type))); GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB, gshader->u.gs.vertices_out)); checkGLcall("glProgramParameteriARB"); list_add_head(&gshader->linked_programs, &entry->gs.shader_entry); } /* Attach GLSL pshader */ if (ps_id) { TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id); GL_EXTCALL(glAttachShader(program_id, ps_id)); checkGLcall("glAttachShader"); list_add_head(ps_list, &entry->ps.shader_entry); } /* Link the program */ TRACE("Linking GLSL shader program %u.\n", program_id); GL_EXTCALL(glLinkProgram(program_id)); shader_glsl_validate_link(gl_info, program_id); shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs, vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0); shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps, pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0); checkGLcall("Find glsl program uniform locations"); if (pshader && pshader->reg_maps.shader_version.major >= 3 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info)) { TRACE("Shader %d needs vertex color clamping disabled.\n", program_id); entry->vs.vertex_color_clamp = GL_FALSE; } else { entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB; } /* Set the shader to allow uniform loading on it */ GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If * a pshader with fixed function pipeline is used there are no vertex samplers, and if a * vertex shader with fixed function pixel processing is used we make sure that the card * supports enough samplers to allow the max number of vertex samplers with all possible * fixed function fragment processing setups. So once the program is linked these samplers * won't change. */ shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id); entry->constant_update_mask = 0; if (vshader) { entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F; if (vshader->reg_maps.integer_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I; if (vshader->reg_maps.boolean_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B; entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP; shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps, 0, gl_info->limits.vertex_uniform_blocks); } else { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW | WINED3D_SHADER_CONST_FFP_PROJ; for (i = 1; i < MAX_VERTEX_BLENDS; ++i) { if (entry->vs.modelview_matrix_location[i] != -1) { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND; break; } } for (i = 0; i < MAX_TEXTURES; ++i) { if (entry->vs.texture_matrix_location[i] != -1) { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; break; } } if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1 || entry->vs.material_specular_location != -1 || entry->vs.material_emissive_location != -1 || entry->vs.material_shininess_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL; if (entry->vs.light_ambient_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS; } if (entry->vs.pointsize_min_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; if (gshader) shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps, gl_info->limits.vertex_uniform_blocks, gl_info->limits.geometry_uniform_blocks); if (ps_id) { if (pshader) { entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; if (pshader->reg_maps.integer_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I; if (pshader->reg_maps.boolean_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B; if (entry->ps.ycorrection_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR; shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps, gl_info->limits.vertex_uniform_blocks + gl_info->limits.geometry_uniform_blocks, gl_info->limits.fragment_uniform_blocks); } else { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS; } for (i = 0; i < MAX_TEXTURES; ++i) { if (entry->ps.bumpenv_mat_location[i] != -1) { entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; break; } } if (entry->ps.fog_color_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG; if (entry->ps.np2_fixup_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP; if (entry->ps.color_key_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY; } } /* Context activation is done by the caller. */ static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type, BOOL masked) { GLuint program_id; GLuint vshader_id, pshader_id; const char *blt_pshader; static const char blt_vshader[] = "#version 120\n" "void main(void)\n" "{\n" " gl_Position = gl_Vertex;\n" " gl_FrontColor = vec4(1.0);\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n"; static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] = { /* WINED3D_GL_RES_TYPE_TEX_1D */ NULL, /* WINED3D_GL_RES_TYPE_TEX_2D */ "#version 120\n" "uniform sampler2D sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" "}\n", /* WINED3D_GL_RES_TYPE_TEX_3D */ NULL, /* WINED3D_GL_RES_TYPE_TEX_CUBE */ "#version 120\n" "uniform samplerCube sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n" "}\n", /* WINED3D_GL_RES_TYPE_TEX_RECT */ "#version 120\n" "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n" "}\n", /* WINED3D_GL_RES_TYPE_BUFFER */ NULL, /* WINED3D_GL_RES_TYPE_RB */ NULL, }; static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] = { /* WINED3D_GL_RES_TYPE_TEX_1D */ NULL, /* WINED3D_GL_RES_TYPE_TEX_2D */ "#version 120\n" "uniform sampler2D sampler;\n" "uniform vec4 mask;\n" "void main(void)\n" "{\n" " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n" " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" "}\n", /* WINED3D_GL_RES_TYPE_TEX_3D */ NULL, /* WINED3D_GL_RES_TYPE_TEX_CUBE */ "#version 120\n" "uniform samplerCube sampler;\n" "uniform vec4 mask;\n" "void main(void)\n" "{\n" " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n" " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n" "}\n", /* WINED3D_GL_RES_TYPE_TEX_RECT */ "#version 120\n" "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect sampler;\n" "uniform vec4 mask;\n" "void main(void)\n" "{\n" " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n" " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n" "}\n", /* WINED3D_GL_RES_TYPE_BUFFER */ NULL, /* WINED3D_GL_RES_TYPE_RB */ NULL, }; blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type]; if (!blt_pshader) { FIXME("tex_type %#x not supported\n", tex_type); return 0; } vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); shader_glsl_compile(gl_info, vshader_id, blt_vshader); pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); shader_glsl_compile(gl_info, pshader_id, blt_pshader); program_id = GL_EXTCALL(glCreateProgram()); GL_EXTCALL(glAttachShader(program_id, vshader_id)); GL_EXTCALL(glAttachShader(program_id, pshader_id)); GL_EXTCALL(glLinkProgram(program_id)); shader_glsl_validate_link(gl_info, program_id); /* Once linked we can mark the shaders for deletion. They will be deleted once the program * is destroyed */ GL_EXTCALL(glDeleteShader(vshader_id)); GL_EXTCALL(glDeleteShader(pshader_id)); return program_id; } /* Context activation is done by the caller. */ static void shader_glsl_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { struct glsl_context_data *ctx_data = context->shader_backend_data; const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_glsl_priv *priv = shader_priv; GLuint program_id = 0, prev_id = 0; GLenum old_vertex_color_clamp, current_vertex_color_clamp; priv->vertex_pipe->vp_enable(gl_info, !use_vs(state)); priv->fragment_pipe->enable_extension(gl_info, !use_ps(state)); if (ctx_data->glsl_program) { prev_id = ctx_data->glsl_program->id; old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp; } else { prev_id = 0; old_vertex_color_clamp = GL_FIXED_ONLY_ARB; } set_glsl_shader_program(context, state, priv, ctx_data); if (ctx_data->glsl_program) { program_id = ctx_data->glsl_program->id; current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp; } else { program_id = 0; current_vertex_color_clamp = GL_FIXED_ONLY_ARB; } if (old_vertex_color_clamp != current_vertex_color_clamp) { if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) { GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp)); checkGLcall("glClampColorARB"); } else { FIXME("vertex color clamp needs to be changed, but extension not supported.\n"); } } TRACE("Using GLSL program %u.\n", program_id); if (prev_id != program_id) { GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); if (program_id) context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask; } } /* "context" is not necessarily the currently active context. */ static void shader_glsl_invalidate_current_program(struct wined3d_context *context) { struct glsl_context_data *ctx_data = context->shader_backend_data; ctx_data->glsl_program = NULL; context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL) | (1 << WINED3D_SHADER_TYPE_VERTEX) | (1 << WINED3D_SHADER_TYPE_GEOMETRY); } /* Context activation is done by the caller. */ static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; struct shader_glsl_priv *priv = shader_priv; shader_glsl_invalidate_current_program(context); GL_EXTCALL(glUseProgram(0)); checkGLcall("glUseProgram"); priv->vertex_pipe->vp_enable(gl_info, FALSE); priv->fragment_pipe->enable_extension(gl_info, FALSE); if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) { GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB)); checkGLcall("glClampColorARB"); } } /* Context activation is done by the caller. */ static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size) { BOOL masked = ds_mask_size->cx && ds_mask_size->cy; struct shader_glsl_priv *priv = shader_priv; GLuint *blt_program; GLint loc; blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type]; if (!*blt_program) { *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked); loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler")); GL_EXTCALL(glUseProgram(*blt_program)); GL_EXTCALL(glUniform1i(loc, 0)); } else { GL_EXTCALL(glUseProgram(*blt_program)); } if (masked) { loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask")); GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy)); } } /* Context activation is done by the caller. */ static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) { const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data; GLuint program_id; program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; if (program_id) TRACE("Using GLSL program %u\n", program_id); GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); } static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device, const struct glsl_shader_prog_link *program) { const struct glsl_context_data *ctx_data; struct wined3d_context *context; unsigned int i; for (i = 0; i < device->context_count; ++i) { context = device->contexts[i]; ctx_data = context->shader_backend_data; if (ctx_data->glsl_program == program) shader_glsl_invalidate_current_program(context); } } static void shader_glsl_destroy(struct wined3d_shader *shader) { struct glsl_shader_private *shader_data = shader->backend_data; struct wined3d_device *device = shader->device; struct shader_glsl_priv *priv = device->shader_priv; const struct wined3d_gl_info *gl_info; const struct list *linked_programs; struct wined3d_context *context; if (!shader_data || !shader_data->num_gl_shaders) { HeapFree(GetProcessHeap(), 0, shader_data); shader->backend_data = NULL; return; } context = context_acquire(device, NULL); gl_info = context->gl_info; TRACE("Deleting linked programs.\n"); linked_programs = &shader->linked_programs; if (linked_programs->next) { struct glsl_shader_prog_link *entry, *entry2; UINT i; switch (shader->reg_maps.shader_version.type) { case WINED3D_SHADER_TYPE_PIXEL: { struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, ps.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_VERTEX: { struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vs.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_GEOMETRY: { struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, gs.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } default: ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type); break; } } HeapFree(GetProcessHeap(), 0, shader->backend_data); shader->backend_data = NULL; context_release(context); } static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry) { const struct glsl_program_key *k = key; const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry, const struct glsl_shader_prog_link, program_lookup_entry); if (k->vs_id > prog->vs.id) return 1; else if (k->vs_id < prog->vs.id) return -1; if (k->gs_id > prog->gs.id) return 1; else if (k->gs_id < prog->gs.id) return -1; if (k->ps_id > prog->ps.id) return 1; else if (k->ps_id < prog->ps.id) return -1; return 0; } static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count) { SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->contained) + constant_count * sizeof(*heap->positions); void *mem = HeapAlloc(GetProcessHeap(), 0, size); if (!mem) { ERR("Failed to allocate memory\n"); return FALSE; } heap->entries = mem; heap->entries[1].version = 0; heap->contained = (BOOL *)(heap->entries + constant_count + 1); memset(heap->contained, 0, constant_count * sizeof(*heap->contained)); heap->positions = (unsigned int *)(heap->contained + constant_count); heap->size = 1; return TRUE; } static void constant_heap_free(struct constant_heap *heap) { HeapFree(GetProcessHeap(), 0, heap->entries); } static const struct wine_rb_functions wined3d_glsl_program_rb_functions = { wined3d_rb_alloc, wined3d_rb_realloc, wined3d_rb_free, glsl_program_key_compare, }; static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct fragment_pipeline *fragment_pipe) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv)); SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants, gl_info->limits.glsl_ps_float_constants)) + 1; struct fragment_caps fragment_caps; void *vertex_priv, *fragment_priv; string_buffer_list_init(&priv->string_buffers); if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv))) { ERR("Failed to initialize vertex pipe.\n"); HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; } if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv))) { ERR("Failed to initialize fragment pipe.\n"); vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, priv); return E_FAIL; } if (!string_buffer_init(&priv->shader_buffer)) { ERR("Failed to initialize shader buffer.\n"); goto fail; } priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack)); if (!priv->stack) { ERR("Failed to allocate memory.\n"); goto fail; } if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants)) { ERR("Failed to initialize vertex shader constant heap\n"); goto fail; } if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants)) { ERR("Failed to initialize pixel shader constant heap\n"); goto fail; } if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1) { ERR("Failed to initialize rbtree.\n"); goto fail; } priv->next_constant_version = 1; priv->vertex_pipe = vertex_pipe; priv->fragment_pipe = fragment_pipe; fragment_pipe->get_caps(gl_info, &fragment_caps); priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING; device->vertex_priv = vertex_priv; device->fragment_priv = fragment_priv; device->shader_priv = priv; return WINED3D_OK; fail: constant_heap_free(&priv->pconst_heap); constant_heap_free(&priv->vconst_heap); HeapFree(GetProcessHeap(), 0, priv->stack); string_buffer_free(&priv->shader_buffer); fragment_pipe->free_private(device); vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, priv); return E_OUTOFMEMORY; } /* Context activation is done by the caller. */ static void shader_glsl_free(struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct shader_glsl_priv *priv = device->shader_priv; int i; for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i) { if (priv->depth_blt_program_full[i]) { GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i])); } if (priv->depth_blt_program_masked[i]) { GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i])); } } wine_rb_destroy(&priv->program_lookup, NULL, NULL); constant_heap_free(&priv->pconst_heap); constant_heap_free(&priv->vconst_heap); HeapFree(GetProcessHeap(), 0, priv->stack); string_buffer_list_cleanup(&priv->string_buffers); string_buffer_free(&priv->shader_buffer); priv->fragment_pipe->free_private(device); priv->vertex_pipe->vp_free(device); HeapFree(GetProcessHeap(), 0, device->shader_priv); device->shader_priv = NULL; } static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context) { return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data))); } static void shader_glsl_free_context_data(struct wined3d_context *context) { HeapFree(GetProcessHeap(), 0, context->shader_backend_data); } static void shader_glsl_init_context_state(struct wined3d_context *context) { const struct wined3d_gl_info *gl_info = context->gl_info; gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE); checkGLcall("GL_PROGRAM_POINT_SIZE"); } static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) { UINT shader_model; if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED] && gl_info->supported[ARB_TEXTURE_RG] && gl_info->supported[ARB_SAMPLER_OBJECTS]) shader_model = 4; /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3 * texldd and texldl instructions. */ else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4]) shader_model = 3; else shader_model = 2; TRACE("Shader model %u.\n", shader_model); caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model); caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model); caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model); caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants; caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants; /* FIXME: The following line is card dependent. -8.0 to 8.0 is the * Direct3D minimum requirement. * * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude" * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here? * * The problem is that the refrast clamps temporary results in the shader to * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here, * then applications may miss the clamping behavior. On the other hand, if it is smaller, * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't * offer a way to query this. */ if (shader_model >= 4) caps->ps_1x_max_value = FLT_MAX; else caps->ps_1x_max_value = 1024.0f; /* Ideally we'd only set caps like sRGB writes here if supported by both * the shader backend and the fragment pipe, but we can get called before * shader_glsl_alloc(). */ caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING | WINED3D_SHADER_CAP_SRGB_WRITE; } static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup) { if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(fixup); } /* We support everything except YUV conversions. */ if (!is_complex_fixup(fixup)) { TRACE("[OK]\n"); return TRUE; } TRACE("[FAILED]\n"); return FALSE; } static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = { /* WINED3DSIH_ABS */ shader_glsl_map2gl, /* WINED3DSIH_ADD */ shader_glsl_binop, /* WINED3DSIH_AND */ shader_glsl_binop, /* WINED3DSIH_BEM */ shader_glsl_bem, /* WINED3DSIH_BREAK */ shader_glsl_break, /* WINED3DSIH_BREAKC */ shader_glsl_breakc, /* WINED3DSIH_BREAKP */ shader_glsl_breakp, /* WINED3DSIH_CALL */ shader_glsl_call, /* WINED3DSIH_CALLNZ */ shader_glsl_callnz, /* WINED3DSIH_CMP */ shader_glsl_conditional_move, /* WINED3DSIH_CND */ shader_glsl_cnd, /* WINED3DSIH_CRS */ shader_glsl_cross, /* WINED3DSIH_CUT */ shader_glsl_cut, /* WINED3DSIH_DCL */ shader_glsl_nop, /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop, /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop, /* WINED3DSIH_DEF */ shader_glsl_nop, /* WINED3DSIH_DEFB */ shader_glsl_nop, /* WINED3DSIH_DEFI */ shader_glsl_nop, /* WINED3DSIH_DIV */ shader_glsl_binop, /* WINED3DSIH_DP2 */ shader_glsl_dot, /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add, /* WINED3DSIH_DP3 */ shader_glsl_dot, /* WINED3DSIH_DP4 */ shader_glsl_dot, /* WINED3DSIH_DST */ shader_glsl_dst, /* WINED3DSIH_DSX */ shader_glsl_map2gl, /* WINED3DSIH_DSY */ shader_glsl_map2gl, /* WINED3DSIH_ELSE */ shader_glsl_else, /* WINED3DSIH_EMIT */ shader_glsl_emit, /* WINED3DSIH_ENDIF */ shader_glsl_end, /* WINED3DSIH_ENDLOOP */ shader_glsl_end, /* WINED3DSIH_ENDREP */ shader_glsl_end, /* WINED3DSIH_EQ */ shader_glsl_relop, /* WINED3DSIH_EXP */ shader_glsl_scalar_op, /* WINED3DSIH_EXPP */ shader_glsl_expp, /* WINED3DSIH_FRC */ shader_glsl_map2gl, /* WINED3DSIH_FTOI */ shader_glsl_to_int, /* WINED3DSIH_GE */ shader_glsl_relop, /* WINED3DSIH_IADD */ shader_glsl_binop, /* WINED3DSIH_IEQ */ NULL, /* WINED3DSIH_IF */ shader_glsl_if, /* WINED3DSIH_IFC */ shader_glsl_ifc, /* WINED3DSIH_IGE */ shader_glsl_relop, /* WINED3DSIH_IMUL */ shader_glsl_imul, /* WINED3DSIH_ISHL */ shader_glsl_binop, /* WINED3DSIH_ITOF */ shader_glsl_to_float, /* WINED3DSIH_LABEL */ shader_glsl_label, /* WINED3DSIH_LD */ NULL, /* WINED3DSIH_LIT */ shader_glsl_lit, /* WINED3DSIH_LOG */ shader_glsl_scalar_op, /* WINED3DSIH_LOGP */ shader_glsl_scalar_op, /* WINED3DSIH_LOOP */ shader_glsl_loop, /* WINED3DSIH_LRP */ shader_glsl_lrp, /* WINED3DSIH_LT */ shader_glsl_relop, /* WINED3DSIH_M3x2 */ shader_glsl_mnxn, /* WINED3DSIH_M3x3 */ shader_glsl_mnxn, /* WINED3DSIH_M3x4 */ shader_glsl_mnxn, /* WINED3DSIH_M4x3 */ shader_glsl_mnxn, /* WINED3DSIH_M4x4 */ shader_glsl_mnxn, /* WINED3DSIH_MAD */ shader_glsl_mad, /* WINED3DSIH_MAX */ shader_glsl_map2gl, /* WINED3DSIH_MIN */ shader_glsl_map2gl, /* WINED3DSIH_MOV */ shader_glsl_mov, /* WINED3DSIH_MOVA */ shader_glsl_mov, /* WINED3DSIH_MOVC */ shader_glsl_conditional_move, /* WINED3DSIH_MUL */ shader_glsl_binop, /* WINED3DSIH_NE */ shader_glsl_relop, /* WINED3DSIH_NOP */ shader_glsl_nop, /* WINED3DSIH_NRM */ shader_glsl_nrm, /* WINED3DSIH_OR */ shader_glsl_binop, /* WINED3DSIH_PHASE */ shader_glsl_nop, /* WINED3DSIH_POW */ shader_glsl_pow, /* WINED3DSIH_RCP */ shader_glsl_scalar_op, /* WINED3DSIH_REP */ shader_glsl_rep, /* WINED3DSIH_RET */ shader_glsl_ret, /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl, /* WINED3DSIH_RSQ */ shader_glsl_scalar_op, /* WINED3DSIH_SAMPLE */ shader_glsl_sample, /* WINED3DSIH_SAMPLE_GRAD */ NULL, /* WINED3DSIH_SAMPLE_LOD */ NULL, /* WINED3DSIH_SETP */ NULL, /* WINED3DSIH_SGE */ shader_glsl_compare, /* WINED3DSIH_SGN */ shader_glsl_sgn, /* WINED3DSIH_SINCOS */ shader_glsl_sincos, /* WINED3DSIH_SLT */ shader_glsl_compare, /* WINED3DSIH_SQRT */ shader_glsl_map2gl, /* WINED3DSIH_SUB */ shader_glsl_binop, /* WINED3DSIH_TEX */ shader_glsl_tex, /* WINED3DSIH_TEXBEM */ shader_glsl_texbem, /* WINED3DSIH_TEXBEML */ shader_glsl_texbem, /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord, /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth, /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3, /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex, /* WINED3DSIH_TEXKILL */ shader_glsl_texkill, /* WINED3DSIH_TEXLDD */ shader_glsl_texldd, /* WINED3DSIH_TEXLDL */ shader_glsl_texldl, /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth, /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad, /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex, /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3, /* WINED3DSIH_TEXM3x3DIFF */ NULL, /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad, /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec, /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex, /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec, /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar, /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb, /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb, /* WINED3DSIH_UDIV */ shader_glsl_udiv, /* WINED3DSIH_UGE */ shader_glsl_relop, /* WINED3DSIH_USHR */ shader_glsl_binop, /* WINED3DSIH_UTOF */ shader_glsl_to_float, /* WINED3DSIH_XOR */ shader_glsl_binop, }; static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) { SHADER_HANDLER hw_fct; /* Select handler */ hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx]; /* Unhandled opcode */ if (!hw_fct) { FIXME("Backend can't handle opcode %#x\n", ins->handler_idx); return; } hw_fct(ins); shader_glsl_add_instruction_modifiers(ins); } static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv) { struct shader_glsl_priv *priv = shader_priv; return priv->ffp_proj_control; } const struct wined3d_shader_backend_ops glsl_shader_backend = { shader_glsl_handle_instruction, shader_glsl_select, shader_glsl_disable, shader_glsl_select_depth_blt, shader_glsl_deselect_depth_blt, shader_glsl_update_float_vertex_constants, shader_glsl_update_float_pixel_constants, shader_glsl_load_constants, shader_glsl_destroy, shader_glsl_alloc, shader_glsl_free, shader_glsl_allocate_context_data, shader_glsl_free_context_data, shader_glsl_init_context_state, shader_glsl_get_caps, shader_glsl_color_fixup_supported, shader_glsl_has_ffp_proj_control, }; static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {} static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps) { caps->xyzrhw = TRUE; caps->ffp_generic_attributes = TRUE; caps->max_active_lights = MAX_ACTIVE_LIGHTS; caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS; caps->max_vertex_blend_matrix_index = 0; caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN | WINED3DVTXPCAPS_MATERIALSOURCE7 | WINED3DVTXPCAPS_VERTEXFOG | WINED3DVTXPCAPS_DIRECTIONALLIGHTS | WINED3DVTXPCAPS_POSITIONALLIGHTS | WINED3DVTXPCAPS_LOCALVIEWER | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP; caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */ caps->max_user_clip_planes = gl_info->limits.clipplanes; caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE; } static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { struct shader_glsl_priv *priv; if (shader_backend == &glsl_shader_backend) { priv = shader_priv; if (wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions) == -1) { ERR("Failed to initialize rbtree.\n"); return NULL; } return priv; } FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n"); return NULL; } static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context) { struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry); struct glsl_shader_prog_link *program, *program2; struct glsl_ffp_destroy_ctx *ctx = context; LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs, struct glsl_shader_prog_link, vs.shader_entry) { delete_glsl_program_entry(ctx->priv, ctx->gl_info, program); } ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id); HeapFree(GetProcessHeap(), 0, shader); } /* Context activation is done by the caller. */ static void glsl_vertex_pipe_vp_free(struct wined3d_device *device) { struct shader_glsl_priv *priv = device->vertex_priv; struct glsl_ffp_destroy_ctx ctx; ctx.priv = priv; ctx.gl_info = &device->adapter->gl_info; wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx); } static void glsl_vertex_pipe_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_vdecl(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; BOOL transformed = context->stream_info.position_transformed; BOOL wasrhw = context->last_was_rhw; unsigned int i; context->last_was_rhw = transformed; /* If the vertex declaration contains a transformed position attribute, * the draw uses the fixed function vertex pipeline regardless of any * vertex shader set by the application. */ if (transformed != wasrhw) context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX; if (!use_vs(state)) { if (context->last_was_vshader) { for (i = 0; i < gl_info->limits.clipplanes; ++i) clipplane(context, state, STATE_CLIPPLANE(i)); } context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; /* Because of settings->texcoords, we have to always regenerate the * vertex shader on a vdecl change. * TODO: Just always output all the texcoords when there are enough * varyings available to drop the dependency. */ context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX; if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3) context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; } else { if (!context->last_was_vshader) { /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */ for (i = 0; i < gl_info->limits.clipplanes; ++i) clipplane(context, state, STATE_CLIPPLANE(i)); } } context->last_was_vshader = use_vs(state); } static void glsl_vertex_pipe_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX; /* Different vertex shaders potentially require a different vertex attributes setup. */ if (!isStateDirty(context, STATE_VDECL)) context_apply_state(context, state, STATE_VDECL); } static void glsl_vertex_pipe_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW; } static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND; } static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; unsigned int k; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW | WINED3D_SHADER_CONST_FFP_LIGHTS | WINED3D_SHADER_CONST_FFP_VERTEXBLEND; for (k = 0; k < gl_info->limits.clipplanes; ++k) { if (!isStateDirty(context, STATE_CLIPPLANE(k))) clipplane(context, state, STATE_CLIPPLANE(k)); } } static void glsl_vertex_pipe_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { /* Table fog behavior depends on the projection matrix. */ if (state->render_states[WINED3D_RS_FOGENABLE] && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE) context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ; } static void glsl_vertex_pipe_viewport(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)) && state->render_states[WINED3D_RS_POINTSCALEENABLE]) context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP; } static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; } static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD sampler = state_id - STATE_SAMPLER(0); const struct wined3d_texture *texture = state->textures[sampler]; BOOL np2; if (!texture) return; if (sampler >= MAX_TEXTURES) return; if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) || context->lastWasPow2Texture & (1 << sampler)) { if (np2) context->lastWasPow2Texture |= 1 << sampler; else context->lastWasPow2Texture &= ~(1 << sampler); context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; } } static void glsl_vertex_pipe_material(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL; } static void glsl_vertex_pipe_light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS; } static void glsl_vertex_pipe_pointsize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; } static void glsl_vertex_pipe_pointscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!use_vs(state)) context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; } static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = { {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE }, {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE }, /* Clip planes */ {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE }, /* Lights */ {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, /* Viewport */ {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE }, /* Transform states */ {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, /* Fog */ {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, /* NP2 texture matrix fixups. They are not needed if * GL_ARB_texture_non_power_of_two is supported. Otherwise, register * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture * matrix. */ {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE }, }; /* TODO: * - This currently depends on GL fixed function functions to set things * like light parameters. Ideally we'd use regular uniforms for that. * - In part because of the previous point, much of this is modelled after * GL fixed function, and has much of the same limitations. For example, * D3D spot lights are slightly different from GL spot lights. * - We can now implement drawing transformed vertices using the GLSL pipe, * instead of using the immediate mode fallback. * - Similarly, we don't need the fallback for certain combinations of * material sources anymore. * - Implement vertex tweening. * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating * attribute arrays in load_tex_coords(). * - Per-vertex point sizes. */ const struct wined3d_vertex_pipe_ops glsl_vertex_pipe = { glsl_vertex_pipe_vp_enable, glsl_vertex_pipe_vp_get_caps, glsl_vertex_pipe_vp_alloc, glsl_vertex_pipe_vp_free, glsl_vertex_pipe_vp_states, }; static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable) { /* Nothing to do. */ } static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) { caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL | WINED3D_FRAGMENT_CAP_SRGB_WRITE | WINED3D_FRAGMENT_CAP_COLOR_KEY; caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP | WINED3DPMISCCAPS_PERSTAGECONSTANT; caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | WINED3DTEXOPCAPS_MODULATE4X | WINED3DTEXOPCAPS_MODULATE2X | WINED3DTEXOPCAPS_MODULATE | WINED3DTEXOPCAPS_ADDSIGNED2X | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_SUBTRACT | WINED3DTEXOPCAPS_ADDSMOOTH | WINED3DTEXOPCAPS_BLENDCURRENTALPHA | WINED3DTEXOPCAPS_BLENDFACTORALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | WINED3DTEXOPCAPS_DOTPRODUCT3 | WINED3DTEXOPCAPS_MULTIPLYADD | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_BUMPENVMAP | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; caps->MaxTextureBlendStages = 8; caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8); } static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { struct shader_glsl_priv *priv; if (shader_backend == &glsl_shader_backend) { priv = shader_priv; if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1) { ERR("Failed to initialize rbtree.\n"); return NULL; } return priv; } FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n"); return NULL; } static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context) { struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_fragment_shader, entry.entry); struct glsl_shader_prog_link *program, *program2; struct glsl_ffp_destroy_ctx *ctx = context; LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs, struct glsl_shader_prog_link, ps.shader_entry) { delete_glsl_program_entry(ctx->priv, ctx->gl_info, program); } ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id); HeapFree(GetProcessHeap(), 0, shader); } /* Context activation is done by the caller. */ static void glsl_fragment_pipe_free(struct wined3d_device *device) { struct shader_glsl_priv *priv = device->fragment_priv; struct glsl_ffp_destroy_ctx ctx; ctx.priv = priv; ctx.gl_info = &device->adapter->gl_info; wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx); } static void glsl_fragment_pipe_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->last_was_pshader = use_ps(state); context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; } static void glsl_fragment_pipe_fogparams(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG; } static void glsl_fragment_pipe_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { BOOL use_vshader = use_vs(state); enum fogsource new_source; DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART]; DWORD fogend = state->render_states[WINED3D_RS_FOGEND]; context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; if (!state->render_states[WINED3D_RS_FOGENABLE]) return; if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE) { if (use_vshader) new_source = FOGSOURCE_VS; else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed) new_source = FOGSOURCE_COORD; else new_source = FOGSOURCE_FFP; } else { new_source = FOGSOURCE_FFP; } if (new_source != context->fog_source || fogstart == fogend) { context->fog_source = new_source; context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG; } } static void glsl_fragment_pipe_vdecl(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) glsl_fragment_pipe_fog(context, state, state_id); } static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; } static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS; } static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = context->gl_info; int glParm; float ref; TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); if (state->render_states[WINED3D_RS_ALPHATESTENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); checkGLcall("glEnable GL_ALPHA_TEST"); } else { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable GL_ALPHA_TEST"); return; } ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f; glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]); if (glParm) { gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref); checkGLcall("glAlphaFunc"); } } static void glsl_fragment_pipe_color_key(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY; } static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] = { {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB}, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE }, {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 }, {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 }, {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 }, {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 }, {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 }, {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 }, {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 }, {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 }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE }, }; static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context) { return TRUE; } static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context) { } const struct fragment_pipeline glsl_fragment_pipe = { glsl_fragment_pipe_enable, glsl_fragment_pipe_get_caps, glsl_fragment_pipe_alloc, glsl_fragment_pipe_free, glsl_fragment_pipe_alloc_context_data, glsl_fragment_pipe_free_context_data, shader_glsl_color_fixup_supported, glsl_fragment_pipe_state_template, };