7269 lines
308 KiB
C
7269 lines
308 KiB
C
/*
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* GLSL pixel and vertex shader implementation
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*
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* Copyright 2006 Jason Green
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* Copyright 2006-2007 Henri Verbeet
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* Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2011 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/*
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* D3D shader asm has swizzles on source parameters, and write masks for
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* destination parameters. GLSL uses swizzles for both. The result of this is
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* that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
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* Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
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* mask for the destination parameter into account.
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*/
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#include "config.h"
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#include "wine/port.h"
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#include <limits.h>
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#include <stdio.h>
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
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#define WINED3D_GLSL_SAMPLE_NPOT 0x2
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#define WINED3D_GLSL_SAMPLE_LOD 0x4
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#define WINED3D_GLSL_SAMPLE_GRAD 0x8
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struct glsl_dst_param
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{
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char reg_name[150];
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char mask_str[6];
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};
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struct glsl_src_param
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{
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char reg_name[150];
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char param_str[200];
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};
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struct glsl_sample_function
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{
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const char *name;
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DWORD coord_mask;
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};
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enum heap_node_op
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{
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HEAP_NODE_TRAVERSE_LEFT,
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HEAP_NODE_TRAVERSE_RIGHT,
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HEAP_NODE_POP,
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};
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struct constant_entry
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{
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unsigned int idx;
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unsigned int version;
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};
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struct constant_heap
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{
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struct constant_entry *entries;
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BOOL *contained;
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unsigned int *positions;
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unsigned int size;
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};
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/* GLSL shader private data */
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struct shader_glsl_priv {
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struct wined3d_shader_buffer shader_buffer;
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struct wine_rb_tree program_lookup;
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struct constant_heap vconst_heap;
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struct constant_heap pconst_heap;
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unsigned char *stack;
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GLhandleARB depth_blt_program_full[tex_type_count];
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GLhandleARB depth_blt_program_masked[tex_type_count];
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UINT next_constant_version;
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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const struct fragment_pipeline *fragment_pipe;
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struct wine_rb_tree ffp_vertex_shaders;
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struct wine_rb_tree ffp_fragment_shaders;
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BOOL ffp_proj_control;
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};
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struct glsl_vs_program
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{
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struct list shader_entry;
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GLhandleARB id;
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GLenum vertex_color_clamp;
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GLint *uniform_f_locations;
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GLint uniform_i_locations[MAX_CONST_I];
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GLint pos_fixup_location;
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};
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struct glsl_gs_program
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{
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struct list shader_entry;
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GLhandleARB id;
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};
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struct glsl_ps_program
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{
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struct list shader_entry;
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GLhandleARB id;
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GLint *uniform_f_locations;
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GLint uniform_i_locations[MAX_CONST_I];
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GLint bumpenv_mat_location[MAX_TEXTURES];
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GLint bumpenv_lum_scale_location[MAX_TEXTURES];
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GLint bumpenv_lum_offset_location[MAX_TEXTURES];
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GLint tex_factor_location;
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GLint specular_enable_location;
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GLint ycorrection_location;
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GLint np2_fixup_location;
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const struct ps_np2fixup_info *np2_fixup_info;
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};
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/* Struct to maintain data about a linked GLSL program */
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struct glsl_shader_prog_link
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{
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struct wine_rb_entry program_lookup_entry;
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struct glsl_vs_program vs;
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struct glsl_gs_program gs;
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struct glsl_ps_program ps;
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GLhandleARB programId;
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DWORD constant_update_mask;
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UINT constant_version;
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};
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struct glsl_program_key
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{
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GLhandleARB vs_id;
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GLhandleARB gs_id;
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GLhandleARB ps_id;
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};
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struct shader_glsl_ctx_priv {
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const struct vs_compile_args *cur_vs_args;
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const struct ps_compile_args *cur_ps_args;
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struct ps_np2fixup_info *cur_np2fixup_info;
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};
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struct glsl_context_data
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{
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struct glsl_shader_prog_link *glsl_program;
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};
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struct glsl_ps_compiled_shader
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{
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struct ps_compile_args args;
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struct ps_np2fixup_info np2fixup;
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GLhandleARB prgId;
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};
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struct glsl_vs_compiled_shader
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{
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struct vs_compile_args args;
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GLhandleARB prgId;
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};
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struct glsl_gs_compiled_shader
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{
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GLhandleARB id;
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};
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struct glsl_shader_private
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{
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union
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{
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struct glsl_vs_compiled_shader *vs;
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struct glsl_gs_compiled_shader *gs;
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struct glsl_ps_compiled_shader *ps;
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} gl_shaders;
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UINT num_gl_shaders, shader_array_size;
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};
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struct glsl_ffp_vertex_shader
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{
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struct wined3d_ffp_vs_desc desc;
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GLhandleARB id;
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struct list linked_programs;
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};
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struct glsl_ffp_fragment_shader
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{
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struct ffp_frag_desc entry;
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GLhandleARB id;
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struct list linked_programs;
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};
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struct glsl_ffp_destroy_ctx
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{
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struct shader_glsl_priv *priv;
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const struct wined3d_gl_info *gl_info;
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};
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static const char *debug_gl_shader_type(GLenum type)
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{
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switch (type)
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{
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#define WINED3D_TO_STR(u) case u: return #u
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WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
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WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
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WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
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#undef WINED3D_TO_STR
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default:
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return wine_dbg_sprintf("UNKNOWN(%#x)", type);
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}
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}
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static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
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{
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switch (type)
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{
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case WINED3D_SHADER_TYPE_VERTEX:
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return "vs";
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case WINED3D_SHADER_TYPE_GEOMETRY:
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return "gs";
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case WINED3D_SHADER_TYPE_PIXEL:
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return "ps";
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default:
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FIXME("Unhandled shader type %#x.\n", type);
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return "unknown";
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}
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}
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static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer *buffer, const float *values)
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{
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char str[4][16];
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wined3d_ftoa(values[0], str[0]);
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wined3d_ftoa(values[1], str[1]);
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wined3d_ftoa(values[2], str[2]);
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wined3d_ftoa(values[3], str[3]);
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shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
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}
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/* Extract a line from the info log.
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* Note that this modifies the source string. */
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static char *get_info_log_line(char **ptr)
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{
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char *p, *q;
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p = *ptr;
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if (!(q = strstr(p, "\n")))
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{
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if (!*p) return NULL;
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*ptr += strlen(p);
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return p;
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}
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*q = '\0';
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*ptr = q + 1;
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return p;
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}
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/* Context activation is done by the caller. */
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static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
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{
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int infologLength = 0;
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char *infoLog;
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if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
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return;
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GL_EXTCALL(glGetObjectParameterivARB(obj,
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GL_OBJECT_INFO_LOG_LENGTH_ARB,
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&infologLength));
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/* A size of 1 is just a null-terminated string, so the log should be bigger than
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* that if there are errors. */
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if (infologLength > 1)
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{
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char *ptr, *line;
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infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
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/* The info log is supposed to be zero-terminated, but at least some
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* versions of fglrx don't terminate the string properly. The reported
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* length does include the terminator, so explicitly set it to zero
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* here. */
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infoLog[infologLength - 1] = 0;
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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ptr = infoLog;
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if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
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{
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WARN("Info log received from GLSL shader #%u:\n", obj);
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while ((line = get_info_log_line(&ptr))) WARN(" %s\n", line);
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}
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else
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{
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FIXME("Info log received from GLSL shader #%u:\n", obj);
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while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
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}
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HeapFree(GetProcessHeap(), 0, infoLog);
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}
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
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{
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TRACE("Compiling shader object %u.\n", shader);
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GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
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checkGLcall("glShaderSourceARB");
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GL_EXTCALL(glCompileShaderARB(shader));
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checkGLcall("glCompileShaderARB");
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print_glsl_info_log(gl_info, shader);
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
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{
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GLint i, object_count, source_size = -1;
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GLhandleARB *objects;
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char *source = NULL;
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GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
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objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
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if (!objects)
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{
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ERR("Failed to allocate object array memory.\n");
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return;
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}
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GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
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for (i = 0; i < object_count; ++i)
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{
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char *ptr, *line;
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GLint tmp;
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GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
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if (source_size < tmp)
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{
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HeapFree(GetProcessHeap(), 0, source);
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source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
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if (!source)
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{
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ERR("Failed to allocate %d bytes for shader source.\n", tmp);
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HeapFree(GetProcessHeap(), 0, objects);
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return;
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}
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source_size = tmp;
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}
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FIXME("Object %u:\n", objects[i]);
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GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
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FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
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GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
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FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
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FIXME("\n");
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ptr = source;
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GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
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while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
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FIXME("\n");
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}
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HeapFree(GetProcessHeap(), 0, source);
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HeapFree(GetProcessHeap(), 0, objects);
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
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{
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GLint tmp;
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if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
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GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
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if (tmp == GL_PROGRAM_OBJECT_ARB)
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{
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GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
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if (!tmp)
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{
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FIXME("Program %u link status invalid.\n", program);
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shader_glsl_dump_program_source(gl_info, program);
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}
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}
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print_glsl_info_log(gl_info, program);
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}
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/* Context activation is done by the caller. */
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static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
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const DWORD *tex_unit_map, GLhandleARB programId)
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{
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GLint name_loc;
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char sampler_name[20];
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unsigned int i;
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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{
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snprintf(sampler_name, sizeof(sampler_name), "ps_sampler%u", i);
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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if (name_loc != -1) {
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DWORD mapped_unit = tex_unit_map[i];
|
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if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
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{
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TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
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GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
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checkGLcall("glUniform1iARB");
|
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} else {
|
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ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
|
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}
|
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}
|
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}
|
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}
|
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|
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/* Context activation is done by the caller. */
|
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static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
|
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const DWORD *tex_unit_map, GLhandleARB programId)
|
|
{
|
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GLint name_loc;
|
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char sampler_name[20];
|
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unsigned int i;
|
|
|
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for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
|
|
{
|
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snprintf(sampler_name, sizeof(sampler_name), "vs_sampler%u", i);
|
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name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
|
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if (name_loc != -1) {
|
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DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
|
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if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
|
|
{
|
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TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
|
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GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
|
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checkGLcall("glUniform1iARB");
|
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} else {
|
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ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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;
|
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int stack_idx = 0;
|
|
unsigned int heap_idx = 1;
|
|
unsigned int idx;
|
|
|
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if (heap->entries[heap_idx].version <= version) return;
|
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|
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idx = heap->entries[heap_idx].idx;
|
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if (constant_locations[idx] != -1)
|
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start = end = idx;
|
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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;
|
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idx = heap->entries[heap_idx].idx;
|
|
if (constant_locations[idx] != -1)
|
|
{
|
|
if (start > idx)
|
|
start = idx;
|
|
if (end < idx)
|
|
end = idx;
|
|
}
|
|
|
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stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
|
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stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
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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(glUniform4fvARB(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(glUniform4fvARB(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(glUniform4fvARB(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
|
|
}
|
|
checkGLcall("glUniform4fvARB()");
|
|
}
|
|
|
|
/* 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;
|
|
|
|
TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
|
|
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
|
|
|
|
/* We found this uniform name in the program - go ahead and send the data */
|
|
GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
|
|
checkGLcall("glUniform4ivARB");
|
|
}
|
|
|
|
/* 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;
|
|
|
|
TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
|
|
values[0], values[1], values[2], values[3]);
|
|
|
|
/* We found this uniform name in the program - go ahead and send the data */
|
|
GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
|
|
checkGLcall("glUniform4ivARB");
|
|
ptr = list_next(&shader->constantsI, ptr);
|
|
}
|
|
}
|
|
|
|
/* 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,
|
|
GLhandleARB programId, const BOOL *constants, WORD constants_set)
|
|
{
|
|
GLint tmp_loc;
|
|
unsigned int i;
|
|
char tmp_name[10];
|
|
const char *prefix;
|
|
struct list* ptr;
|
|
|
|
prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
|
|
|
|
/* TODO: Benchmark and see if it would be beneficial to store the
|
|
* locations of the constants to avoid looking up each time */
|
|
for (i = 0; constants_set; constants_set >>= 1, ++i)
|
|
{
|
|
if (!(constants_set & 1)) continue;
|
|
|
|
TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
|
|
|
|
/* TODO: Benchmark and see if it would be beneficial to store the
|
|
* locations of the constants to avoid looking up each time */
|
|
snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, i);
|
|
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
|
|
GL_EXTCALL(glUniform1ivARB(tmp_loc, 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;
|
|
|
|
TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
|
|
|
|
snprintf(tmp_name, sizeof(tmp_name), "%s_b[%i]", prefix, idx);
|
|
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
|
|
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
|
|
ptr = list_next(&shader->constantsB, ptr);
|
|
}
|
|
|
|
checkGLcall("shader_glsl_load_constantsB()");
|
|
}
|
|
|
|
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(glUniform4fvARB(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
|
|
}
|
|
|
|
/* 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;
|
|
|
|
GLhandleARB programId;
|
|
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;
|
|
}
|
|
programId = prog->programId;
|
|
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, programId, state->vs_consts_b,
|
|
vshader->reg_maps.boolean_constants);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP)
|
|
{
|
|
shader_get_position_fixup(context, state, position_fixup);
|
|
GL_EXTCALL(glUniform4fvARB(prog->vs.pos_fixup_location, 1, position_fixup));
|
|
checkGLcall("glUniform4fvARB");
|
|
}
|
|
|
|
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, programId, 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(glUniformMatrix2fvARB(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(glUniform1fvARB(prog->ps.bumpenv_lum_scale_location[i], 1,
|
|
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
|
|
GL_EXTCALL(glUniform1fvARB(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[4];
|
|
|
|
if (context->render_offscreen)
|
|
{
|
|
correction_params[0] = 0.0f;
|
|
correction_params[1] = 1.0f;
|
|
} else {
|
|
/* position is window relative, not viewport relative */
|
|
correction_params[0] = (float) context->current_rt->resource.height;
|
|
correction_params[1] = -1.0f;
|
|
}
|
|
GL_EXTCALL(glUniform4fvARB(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_PS)
|
|
{
|
|
float col[4];
|
|
|
|
if (prog->ps.tex_factor_location != -1)
|
|
{
|
|
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
|
|
GL_EXTCALL(glUniform4fvARB(prog->ps.tex_factor_location, 1, col));
|
|
}
|
|
|
|
if (state->render_states[WINED3D_RS_SPECULARENABLE])
|
|
GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
|
|
else
|
|
GL_EXTCALL(glUniform4fARB(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
|
|
|
|
checkGLcall("fixed function uniforms");
|
|
}
|
|
|
|
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_shader_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 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, "uniform vec4 %s_cb%u[%u];\n", prefix, i, reg_maps->cb_sizes[i]);
|
|
}
|
|
|
|
/* Declare texture samplers */
|
|
for (i = 0; i < shader->limits.sampler; ++i)
|
|
{
|
|
if (reg_maps->sampler_type[i])
|
|
{
|
|
BOOL shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << i));
|
|
BOOL tex_rect;
|
|
|
|
switch (reg_maps->sampler_type[i])
|
|
{
|
|
case WINED3DSTT_1D:
|
|
if (shadow_sampler)
|
|
shader_addline(buffer, "uniform sampler1DShadow %s_sampler%u;\n", prefix, i);
|
|
else
|
|
shader_addline(buffer, "uniform sampler1D %s_sampler%u;\n", prefix, i);
|
|
break;
|
|
case WINED3DSTT_2D:
|
|
tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->np2_fixup & (1 << i));
|
|
tex_rect = tex_rect && gl_info->supported[ARB_TEXTURE_RECTANGLE];
|
|
if (shadow_sampler)
|
|
{
|
|
if (tex_rect)
|
|
shader_addline(buffer, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix, i);
|
|
else
|
|
shader_addline(buffer, "uniform sampler2DShadow %s_sampler%u;\n", prefix, i);
|
|
}
|
|
else
|
|
{
|
|
if (tex_rect)
|
|
shader_addline(buffer, "uniform sampler2DRect %s_sampler%u;\n", prefix, i);
|
|
else
|
|
shader_addline(buffer, "uniform sampler2D %s_sampler%u;\n", prefix, i);
|
|
}
|
|
break;
|
|
case WINED3DSTT_CUBE:
|
|
if (shadow_sampler)
|
|
FIXME("Unsupported Cube shadow sampler.\n");
|
|
shader_addline(buffer, "uniform samplerCube %s_sampler%u;\n", prefix, i);
|
|
break;
|
|
case WINED3DSTT_VOLUME:
|
|
if (shadow_sampler)
|
|
FIXME("Unsupported 3D shadow sampler.\n");
|
|
shader_addline(buffer, "uniform sampler3D %s_sampler%u;\n", prefix, i);
|
|
break;
|
|
default:
|
|
shader_addline(buffer, "uniform unsupported_sampler %s_sampler%u;\n", prefix, i);
|
|
FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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->sampler_type[i])
|
|
{
|
|
if (!(ps_args->np2_fixup & (1 << i))) continue;
|
|
|
|
if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
|
|
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)
|
|
{
|
|
/* Declare attributes. */
|
|
for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
|
|
{
|
|
if (map & 1)
|
|
shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, i);
|
|
}
|
|
|
|
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)
|
|
{
|
|
UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
|
|
|
|
if (use_vs(state))
|
|
shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
|
|
else
|
|
/* TODO: Write a replacement shader for the fixed function
|
|
* vertex pipeline, so this isn't needed. For fixed function
|
|
* vertex processing + 3.0 pixel shader we need a separate
|
|
* function in the pixel shader that reads the fixed function
|
|
* color into the packed input registers. */
|
|
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]->resource.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)
|
|
shader_addline(buffer,
|
|
"vpos = floor(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][16];
|
|
|
|
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, "<unhandled data type %#x>", 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, "<unhandled data type %#x>", reg->data_type);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
|
|
sprintf(register_name, "<unhandled_immconst_type %#x>", 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 param_str[200];
|
|
|
|
shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, param_str);
|
|
|
|
switch (wined3d_src->reg.data_type)
|
|
{
|
|
case WINED3D_DATA_FLOAT:
|
|
sprintf(glsl_src->param_str, "%s", param_str);
|
|
break;
|
|
case WINED3D_DATA_INT:
|
|
sprintf(glsl_src->param_str, "floatBitsToInt(%s)", param_str);
|
|
break;
|
|
case WINED3D_DATA_RESOURCE:
|
|
case WINED3D_DATA_SAMPLER:
|
|
case WINED3D_DATA_UINT:
|
|
sprintf(glsl_src->param_str, "floatBitsToUint(%s)", param_str);
|
|
break;
|
|
default:
|
|
FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
|
|
sprintf(glsl_src->param_str, "%s", param_str);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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_shader_buffer *buffer,
|
|
const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
|
|
{
|
|
struct glsl_dst_param glsl_dst;
|
|
DWORD mask;
|
|
|
|
if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
|
|
{
|
|
switch (dst->reg.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", dst->reg.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_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
|
|
{
|
|
return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
|
|
}
|
|
|
|
/** 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 sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
|
|
{
|
|
enum wined3d_sampler_texture_type sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
|
|
const struct wined3d_gl_info *gl_info = ctx->gl_info;
|
|
BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
|
|
&& (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_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;
|
|
|
|
/* Note that there's no such thing as a projected cube texture. */
|
|
switch(sampler_type) {
|
|
case WINED3DSTT_1D:
|
|
if (shadow)
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported 1D shadow grad function.\n");
|
|
sample_function->name = "unsupported1DGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "shadow1DProj" : "shadow1D";
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
|
}
|
|
else
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported 1D grad function.\n");
|
|
sample_function->name = "unsupported1DGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "texture1DProj" : "texture1D";
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
|
|
}
|
|
break;
|
|
|
|
case WINED3DSTT_2D:
|
|
if (shadow)
|
|
{
|
|
if (texrect)
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported RECT shadow grad function.\n");
|
|
sample_function->name = "unsupported2DRectGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported 2D shadow grad function.\n");
|
|
sample_function->name = "unsupported2DGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "shadow2DProj" : "shadow2D";
|
|
}
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
}
|
|
else
|
|
{
|
|
if (texrect)
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported RECT grad function.\n");
|
|
sample_function->name = "unsupported2DRectGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported 2D grad function.\n");
|
|
sample_function->name = "unsupported2DGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "texture2DProj" : "texture2D";
|
|
}
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
|
}
|
|
break;
|
|
|
|
case WINED3DSTT_CUBE:
|
|
if (shadow)
|
|
{
|
|
FIXME("Unsupported Cube shadow function.\n");
|
|
sample_function->name = "unsupportedCubeShadow";
|
|
sample_function->coord_mask = 0;
|
|
}
|
|
else
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = "textureCubeLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = "textureCubeGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = "textureCubeGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported Cube grad function.\n");
|
|
sample_function->name = "unsupportedCubeGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = "textureCube";
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
}
|
|
break;
|
|
|
|
case WINED3DSTT_VOLUME:
|
|
if (shadow)
|
|
{
|
|
FIXME("Unsupported 3D shadow function.\n");
|
|
sample_function->name = "unsupported3DShadow";
|
|
sample_function->coord_mask = 0;
|
|
}
|
|
else
|
|
{
|
|
if (lod)
|
|
{
|
|
sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
|
|
}
|
|
else if (grad)
|
|
{
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
|
|
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
|
|
else
|
|
{
|
|
FIXME("Unsupported 3D grad function.\n");
|
|
sample_function->name = "unsupported3DGrad";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sample_function->name = projected ? "texture3DProj" : "texture3D";
|
|
}
|
|
sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
sample_function->name = "";
|
|
sample_function->coord_mask = 0;
|
|
FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
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_shader_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;
|
|
|
|
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
|
|
|
|
if (version->type == WINED3D_SHADER_TYPE_PIXEL)
|
|
{
|
|
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)) {
|
|
if(bias) {
|
|
FIXME("Biased sampling from NP2 textures is unsupported\n");
|
|
} else {
|
|
np2_fixup = TRUE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
|
|
}
|
|
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
|
|
shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
|
|
sample_function->name, shader_glsl_get_prefix(version->type), sampler);
|
|
|
|
va_start(args, coord_reg_fmt);
|
|
shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
|
|
va_end(args);
|
|
|
|
if(bias) {
|
|
shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
|
|
} else {
|
|
if (np2_fixup) {
|
|
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
|
|
|
|
shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
|
|
(idx % 2) ? "zw" : "xy", dst_swizzle);
|
|
} else if(dx && dy) {
|
|
shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
|
|
} else {
|
|
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_shader_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_MUL: op = "*"; break;
|
|
case WINED3DSIH_SUB: op = "-"; break;
|
|
case WINED3DSIH_USHR: op = ">>"; break;
|
|
case WINED3DSIH_XOR: op = "^"; break;
|
|
default:
|
|
op = "<unhandled operator>";
|
|
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_shader_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_LT: op = "lessThan"; break;
|
|
default:
|
|
op = "<unhandled operator>";
|
|
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_LT: op = "<"; break;
|
|
default:
|
|
op = "<unhandled operator>";
|
|
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_shader_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]);
|
|
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_shader_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]);
|
|
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]);
|
|
shader_addline(buffer, "tmp0%s);\n", dst_mask);
|
|
}
|
|
else
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
|
|
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]);
|
|
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_shader_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_shader_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);
|
|
|
|
/* dp3 works on vec3, dp4 on vec4 */
|
|
if (ins->handler_idx == WINED3DSIH_DP4)
|
|
{
|
|
src_write_mask = WINED3DSP_WRITEMASK_ALL;
|
|
} else {
|
|
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
}
|
|
|
|
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_shader_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_shader_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;
|
|
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_shader_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_shader_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_shader_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_shader_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 = "<unhandled prefix>";
|
|
condition_suffix = "<unhandled 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)))
|
|
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_shader_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]);
|
|
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]);
|
|
shader_addline(buffer, "tmp0%s);\n", dst_mask);
|
|
}
|
|
else
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
|
|
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]);
|
|
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_shader_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 (%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 sampler_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))
|
|
sampler_idx = ins->dst[0].reg.idx[0].offset;
|
|
else
|
|
sampler_idx = ins->src[1].reg.idx[0].offset;
|
|
|
|
if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
|
{
|
|
DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
|
|
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
|
|
enum wined3d_sampler_texture_type sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
|
|
|
|
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
|
|
if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_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->sampler_type[sampler_idx] != WINED3DSTT_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 << sampler_idx))
|
|
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
|
|
mask |= sample_function.coord_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, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
|
|
"T%u%s", sampler_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, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
|
|
"%s", coord_param.param_str);
|
|
} else {
|
|
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
|
|
"%s", coord_param.param_str);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
|
|
"%s", coord_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
struct wined3d_shader_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;
|
|
}
|
|
}
|
|
|
|
/** 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_shader_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_shader_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_shader_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");
|
|
}
|
|
|
|
/** 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");
|
|
|
|
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_shader_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);
|
|
|
|
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_shader_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);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
/** 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);
|
|
}
|
|
|
|
/** 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);
|
|
}
|
|
|
|
/** 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)
|
|
{
|
|
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);
|
|
if (ins->ctx->reg_maps->shader_version.major >= 2)
|
|
{
|
|
/* 2.0 shaders compare all 4 components in texkill */
|
|
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
|
|
} else {
|
|
/* 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 a / w components. Even if all
|
|
* 4 components are defined, only the first 3 are used
|
|
*/
|
|
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_shader_buffer *buffer,
|
|
const struct wined3d_shader_signature_element *input_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps,
|
|
enum vertexprocessing_mode vertexprocessing)
|
|
{
|
|
WORD map = reg_maps->input_registers;
|
|
unsigned int i;
|
|
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
const char *semantic_name;
|
|
UINT semantic_idx;
|
|
char reg_mask[6];
|
|
|
|
/* Unused */
|
|
if (!(map & 1)) continue;
|
|
|
|
semantic_name = input_signature[i].semantic_name;
|
|
semantic_idx = input_signature[i].semantic_idx;
|
|
shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
|
|
|
|
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
|
|
{
|
|
if (semantic_idx < 8 && vertexprocessing == pretransformed)
|
|
shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
|
|
shader->u.ps.input_reg_map[i], 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[i], 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[i], 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[i], 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[i], 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[i], 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,
|
|
GLhandleARB vs_id, GLhandleARB gs_id, GLhandleARB 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(glDeleteObjectARB(entry->programId));
|
|
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 wined3d_shader_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const DWORD *map,
|
|
const struct wined3d_shader_signature_element *input_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_in,
|
|
const struct wined3d_shader_signature_element *output_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_out)
|
|
{
|
|
unsigned int i, j;
|
|
const char *semantic_name_in;
|
|
UINT semantic_idx_in;
|
|
DWORD *set;
|
|
DWORD in_idx;
|
|
unsigned int in_count = vec4_varyings(3, gl_info);
|
|
char reg_mask[6];
|
|
char destination[50];
|
|
WORD input_map, output_map;
|
|
|
|
set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
|
|
|
|
input_map = reg_maps_in->input_registers;
|
|
for (i = 0; input_map; input_map >>= 1, ++i)
|
|
{
|
|
if (!(input_map & 1)) continue;
|
|
|
|
in_idx = map[i];
|
|
/* 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)
|
|
sprintf(destination, "gl_FrontColor");
|
|
else if (in_idx == in_count + 1)
|
|
sprintf(destination, "gl_FrontSecondaryColor");
|
|
else
|
|
sprintf(destination, "ps_in[%u]", in_idx);
|
|
|
|
semantic_name_in = input_signature[i].semantic_name;
|
|
semantic_idx_in = input_signature[i].semantic_idx;
|
|
set[in_idx] = ~0U;
|
|
|
|
output_map = reg_maps_out->output_registers;
|
|
for (j = 0; output_map; output_map >>= 1, ++j)
|
|
{
|
|
DWORD mask;
|
|
|
|
if (!(output_map & 1)
|
|
|| semantic_idx_in != output_signature[j].semantic_idx
|
|
|| strcmp(semantic_name_in, output_signature[j].semantic_name)
|
|
|| !(mask = input_signature[i].mask & output_signature[j].mask))
|
|
continue;
|
|
|
|
set[in_idx] = mask;
|
|
shader_glsl_write_mask_to_str(mask, reg_mask);
|
|
|
|
shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
|
|
destination, reg_mask, j, 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)
|
|
sprintf(destination, "gl_FrontColor");
|
|
else if (i == in_count + 1)
|
|
sprintf(destination, "gl_FrontSecondaryColor");
|
|
else
|
|
sprintf(destination, "ps_in[%u]", i);
|
|
|
|
if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
|
|
else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, set);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
|
|
const struct wined3d_shader *vs, const struct wined3d_shader *ps,
|
|
const struct wined3d_gl_info *gl_info)
|
|
{
|
|
GLhandleARB 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];
|
|
const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
|
|
WORD map = vs->reg_maps.output_registers;
|
|
|
|
shader_buffer_clear(buffer);
|
|
|
|
shader_addline(buffer, "#version 120\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; map; map >>= 1, ++i)
|
|
{
|
|
DWORD write_mask;
|
|
|
|
if (!(map & 1)) continue;
|
|
|
|
semantic_name = output_signature[i].semantic_name;
|
|
semantic_idx = output_signature[i].semantic_idx;
|
|
write_mask = output_signature[i].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, i, reg_mask);
|
|
else if (semantic_idx == 1)
|
|
shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
|
|
reg_mask, i, reg_mask);
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
|
|
{
|
|
shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
|
|
reg_mask, i, 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, i, 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))
|
|
{
|
|
shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, 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", i, 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_in[%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; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
semantic_name = output_signature[i].semantic_name;
|
|
shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
|
|
|
|
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION))
|
|
{
|
|
shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
|
|
reg_mask, i, reg_mask);
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
|
|
{
|
|
shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", i, reg_mask[1]);
|
|
}
|
|
}
|
|
|
|
/* Then, fix the pixel shader input */
|
|
handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
|
|
&ps->reg_maps, output_signature, &vs->reg_maps);
|
|
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
|
|
shader_glsl_compile(gl_info, ret, buffer->buffer);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_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_shader_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 = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
|
|
break;
|
|
|
|
case WINED3D_FFP_PS_FOG_EXP:
|
|
/* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
|
|
shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
|
|
break;
|
|
|
|
case WINED3D_FFP_PS_FOG_EXP2:
|
|
/* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
|
|
shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_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(gl_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_shader_buffer *buffer, 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 */
|
|
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.cur_ps_args = args;
|
|
priv_ctx.cur_np2fixup_info = np2fixup_info;
|
|
|
|
shader_addline(buffer, "#version 120\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_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[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 && args->vp_mode != vertexshader)
|
|
shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_maps, args->vp_mode);
|
|
|
|
/* 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_obj);
|
|
shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
|
|
|
|
/* Store the shader object */
|
|
return shader_obj;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
|
|
struct wined3d_shader_buffer *buffer, 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 */
|
|
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
|
|
shader_addline(buffer, "#version 120\n");
|
|
|
|
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : 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;
|
|
|
|
/* 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");
|
|
|
|
/* 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_obj);
|
|
shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
|
|
|
|
return shader_obj;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLhandleARB shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
|
|
struct wined3d_shader_buffer *buffer, 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;
|
|
GLhandleARB shader_id;
|
|
|
|
shader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB));
|
|
|
|
shader_addline(buffer, "#version 120\n");
|
|
|
|
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[EXT_GPU_SHADER4])
|
|
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
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 GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
|
|
struct wined3d_shader_buffer *buffer, 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;
|
|
GLhandleARB 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].prgId;
|
|
}
|
|
}
|
|
|
|
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_samplers(shader, args->tex_types);
|
|
|
|
shader_buffer_clear(buffer);
|
|
ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
|
|
gl_shaders[shader_data->num_gl_shaders++].prgId = 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;
|
|
return stored->fog_src == new->fog_src;
|
|
}
|
|
|
|
static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
|
|
struct wined3d_shader_buffer *buffer, 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;
|
|
GLhandleARB 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].prgId;
|
|
}
|
|
|
|
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;
|
|
|
|
shader_buffer_clear(buffer);
|
|
ret = shader_glsl_generate_vshader(context, buffer, shader, args);
|
|
gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static GLhandleARB find_glsl_geometry_shader(const struct wined3d_context *context,
|
|
struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader)
|
|
{
|
|
struct glsl_gs_compiled_shader *gl_shaders;
|
|
struct glsl_shader_private *shader_data;
|
|
GLhandleARB 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;
|
|
|
|
shader_buffer_clear(buffer);
|
|
ret = shader_glsl_generate_geometry_shader(context, buffer, 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 "gl_Color";
|
|
case WINED3D_MCS_COLOR2:
|
|
return "gl_SecondaryColor";
|
|
default:
|
|
ERR("Invalid material color source %#x.\n", mcs);
|
|
return "<invalid>";
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer,
|
|
const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
const char *diffuse, *specular, *emission, *ambient;
|
|
enum wined3d_light_type light_type;
|
|
unsigned int i;
|
|
|
|
if (!settings->lighting)
|
|
{
|
|
shader_addline(buffer, "gl_FrontColor = gl_Color;\n");
|
|
shader_addline(buffer, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
|
|
return;
|
|
}
|
|
|
|
shader_addline(buffer, "vec3 ambient = gl_LightModel.ambient.xyz;\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, "gl_FrontMaterial.ambient");
|
|
diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "gl_FrontMaterial.diffuse");
|
|
specular = shader_glsl_ffp_mcs(settings->specular_source, "gl_FrontMaterial.specular");
|
|
emission = shader_glsl_ffp_mcs(settings->emission_source, "gl_FrontMaterial.emission");
|
|
|
|
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 = gl_LightSource[%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");
|
|
shader_addline(buffer, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
|
|
" gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i, i, i);
|
|
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i);
|
|
if (!settings->normal)
|
|
break;
|
|
shader_addline(buffer, "dir = normalize(dir);\n");
|
|
shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
|
|
" * gl_LightSource[%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, gl_FrontMaterial.shininess)"
|
|
" * gl_LightSource[%u].specular) / att;\n", i);
|
|
break;
|
|
|
|
case WINED3D_LIGHT_SPOT:
|
|
shader_addline(buffer, "dir = gl_LightSource[%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");
|
|
shader_addline(buffer, "dir = normalize(dir);\n");
|
|
shader_addline(buffer, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i);
|
|
shader_addline(buffer, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i);
|
|
shader_addline(buffer, "else att = pow(t, gl_LightSource[%u].spotExponent)"
|
|
" / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
|
|
" gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
|
|
i, i, i, i);
|
|
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i);
|
|
if (!settings->normal)
|
|
break;
|
|
shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
|
|
" * gl_LightSource[%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, gl_FrontMaterial.shininess)"
|
|
" * gl_LightSource[%u].specular) * att;\n", i);
|
|
break;
|
|
|
|
case WINED3D_LIGHT_DIRECTIONAL:
|
|
shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz;\n", i);
|
|
if (!settings->normal)
|
|
break;
|
|
shader_addline(buffer, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i);
|
|
shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
|
|
" * gl_LightSource[%u].diffuse.xyz;\n", i);
|
|
shader_addline(buffer, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i);
|
|
shader_addline(buffer, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
|
|
" * gl_LightSource[%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, emission);
|
|
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 GLhandleARB shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer *buffer,
|
|
const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
GLhandleARB shader_obj;
|
|
unsigned int i;
|
|
|
|
shader_buffer_clear(buffer);
|
|
|
|
shader_addline(buffer, "#version 120\n");
|
|
shader_addline(buffer, "\n");
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
shader_addline(buffer, "float m;\n");
|
|
shader_addline(buffer, "vec3 r;\n");
|
|
|
|
if (settings->transformed)
|
|
{
|
|
shader_addline(buffer, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
|
|
shader_addline(buffer, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
|
|
shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
|
|
shader_addline(buffer, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
|
|
if (settings->clipping)
|
|
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
|
|
shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
|
|
}
|
|
|
|
if (!settings->normal)
|
|
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
|
|
else if (settings->normalize)
|
|
shader_addline(buffer, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
|
|
else
|
|
shader_addline(buffer, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
|
|
|
|
shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info);
|
|
|
|
for (i = 0; i < MAX_TEXTURES; ++i)
|
|
{
|
|
switch (settings->texgen[i] << WINED3D_FFP_TCI_SHIFT)
|
|
{
|
|
case WINED3DTSS_TCI_PASSTHRU:
|
|
if (settings->texcoords & (1 << i))
|
|
shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
|
|
i, i, i);
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_CAMERASPACENORMAL:
|
|
shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i, i);
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_CAMERASPACEPOSITION:
|
|
shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i, i);
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
|
shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%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] = gl_TextureMatrix[%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 = gl_SecondaryColor.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
|
|
shader_addline(buffer, "gl_FogFragCoord = 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 = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
|
|
" + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
|
|
" + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
|
|
shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
|
|
}
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
|
|
|
|
return shader_obj;
|
|
}
|
|
|
|
static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer *buffer,
|
|
DWORD argnum, unsigned int stage, DWORD arg)
|
|
{
|
|
const char *ret;
|
|
|
|
if (arg == ARG_UNUSED)
|
|
return "<unused arg>";
|
|
|
|
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 = "<invalid texture>";
|
|
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:
|
|
FIXME("Per-stage constants not implemented.\n");
|
|
switch (stage)
|
|
{
|
|
case 0: ret = "const0"; break;
|
|
case 1: ret = "const1"; break;
|
|
case 2: ret = "const2"; break;
|
|
case 3: ret = "const3"; break;
|
|
case 4: ret = "const4"; break;
|
|
case 5: ret = "const5"; break;
|
|
case 6: ret = "const6"; break;
|
|
case 7: ret = "const7"; break;
|
|
default:
|
|
ret = "<invalid constant>";
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return "<unhandled arg>";
|
|
}
|
|
|
|
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_shader_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 wined3d_shader_buffer *buffer,
|
|
const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
|
|
BYTE lum_map = 0, bump_map = 0, tex_map = 0;
|
|
const char *final_combiner_src = "ret";
|
|
UINT lowest_disabled_stage;
|
|
GLhandleARB shader_obj;
|
|
DWORD arg0, arg1, arg2;
|
|
unsigned int stage;
|
|
|
|
shader_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)
|
|
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;
|
|
|
|
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;
|
|
}
|
|
lowest_disabled_stage = stage;
|
|
|
|
shader_addline(buffer, "#version 120\n");
|
|
|
|
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;\n");
|
|
shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
|
|
|
|
for (stage = 0; stage < MAX_TEXTURES; ++stage)
|
|
{
|
|
if (!(tex_map & (1 << stage)))
|
|
continue;
|
|
|
|
switch (settings->op[stage].tex_type)
|
|
{
|
|
case tex_1d:
|
|
shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
|
|
break;
|
|
case tex_2d:
|
|
shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
|
|
break;
|
|
case tex_3d:
|
|
shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
|
|
break;
|
|
case tex_cube:
|
|
shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
|
|
break;
|
|
case 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");
|
|
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, "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;
|
|
char tex_reg_name[8];
|
|
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 tex_1d:
|
|
if (proj)
|
|
{
|
|
texture_function = "texture1DProj";
|
|
coord_mask = "xw";
|
|
}
|
|
else
|
|
{
|
|
texture_function = "texture1D";
|
|
coord_mask = "x";
|
|
}
|
|
break;
|
|
case tex_2d:
|
|
if (proj)
|
|
{
|
|
texture_function = "texture2DProj";
|
|
coord_mask = "xyw";
|
|
}
|
|
else
|
|
{
|
|
texture_function = "texture2D";
|
|
coord_mask = "xy";
|
|
}
|
|
break;
|
|
case tex_3d:
|
|
if (proj)
|
|
{
|
|
texture_function = "texture3DProj";
|
|
coord_mask = "xyzw";
|
|
}
|
|
else
|
|
{
|
|
texture_function = "texture3D";
|
|
coord_mask = "xyz";
|
|
}
|
|
break;
|
|
case tex_cube:
|
|
texture_function = "textureCube";
|
|
coord_mask = "xyz";
|
|
break;
|
|
case 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);
|
|
}
|
|
|
|
sprintf(tex_reg_name, "tex%u", stage);
|
|
shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
|
|
settings->op[stage].color_fixup);
|
|
}
|
|
|
|
/* 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_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
|
|
return shader_obj;
|
|
}
|
|
|
|
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);
|
|
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->shader_buffer, 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,
|
|
GLhandleARB program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
|
|
{
|
|
unsigned int i;
|
|
char name[32];
|
|
|
|
vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
|
|
for (i = 0; i < vs_c_count; ++i)
|
|
{
|
|
snprintf(name, sizeof(name), "vs_c[%u]", i);
|
|
vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
}
|
|
memset(&vs->uniform_f_locations[vs_c_count], 0xff,
|
|
(gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLhandleARB));
|
|
|
|
for (i = 0; i < MAX_CONST_I; ++i)
|
|
{
|
|
snprintf(name, sizeof(name), "vs_i[%u]", i);
|
|
vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
}
|
|
|
|
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
|
|
}
|
|
|
|
static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
|
|
GLhandleARB program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
|
|
{
|
|
unsigned int i;
|
|
char name[32];
|
|
|
|
ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
|
|
sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
|
|
for (i = 0; i < ps_c_count; ++i)
|
|
{
|
|
snprintf(name, sizeof(name), "ps_c[%u]", i);
|
|
ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
}
|
|
memset(&ps->uniform_f_locations[ps_c_count], 0xff,
|
|
(gl_info->limits.glsl_ps_float_constants - ps_c_count) * sizeof(GLhandleARB));
|
|
|
|
for (i = 0; i < MAX_CONST_I; ++i)
|
|
{
|
|
snprintf(name, sizeof(name), "ps_i[%u]", i);
|
|
ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
}
|
|
|
|
for (i = 0; i < MAX_TEXTURES; ++i)
|
|
{
|
|
snprintf(name, sizeof(name), "bumpenv_mat%u", i);
|
|
ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
|
|
ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
|
|
ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
|
|
}
|
|
|
|
ps->tex_factor_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "tex_factor"));
|
|
ps->specular_enable_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "specular_enable"));
|
|
ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ps_samplerNP2Fixup"));
|
|
ps->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "ycorrection"));
|
|
}
|
|
|
|
/* 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;
|
|
GLhandleARB programId = 0;
|
|
GLhandleARB reorder_shader_id = 0;
|
|
unsigned int i;
|
|
GLhandleARB vs_id = 0;
|
|
GLhandleARB gs_id = 0;
|
|
GLhandleARB ps_id = 0;
|
|
struct list *ps_list, *vs_list;
|
|
|
|
if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
|
|
{
|
|
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, 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, 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, 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)))
|
|
{
|
|
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,
|
|
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 */
|
|
programId = GL_EXTCALL(glCreateProgramObjectARB());
|
|
TRACE("Created new GLSL shader program %u\n", programId);
|
|
|
|
/* Create the entry */
|
|
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
|
|
entry->programId = programId;
|
|
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, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, vs_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
|
|
list_add_head(vs_list, &entry->vs.shader_entry);
|
|
}
|
|
|
|
if (vshader)
|
|
{
|
|
WORD map = vshader->reg_maps.input_registers;
|
|
char tmp_name[10];
|
|
|
|
reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
|
|
TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
/* Flag the reorder function for deletion, then it will be freed automatically when the program
|
|
* is destroyed
|
|
*/
|
|
GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
|
|
|
|
/* 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. */
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (!(map & 1)) continue;
|
|
|
|
snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
|
|
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
|
|
}
|
|
checkGLcall("glBindAttribLocationARB");
|
|
}
|
|
|
|
if (gshader)
|
|
{
|
|
TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, gs_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
|
|
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(programId, GL_GEOMETRY_INPUT_TYPE_ARB,
|
|
gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
|
|
GL_EXTCALL(glProgramParameteriARB(programId, GL_GEOMETRY_OUTPUT_TYPE_ARB,
|
|
gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
|
|
GL_EXTCALL(glProgramParameteriARB(programId, 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, programId);
|
|
GL_EXTCALL(glAttachObjectARB(programId, ps_id));
|
|
checkGLcall("glAttachObjectARB");
|
|
|
|
list_add_head(ps_list, &entry->ps.shader_entry);
|
|
}
|
|
|
|
/* Link the program */
|
|
TRACE("Linking GLSL shader program %u\n", programId);
|
|
GL_EXTCALL(glLinkProgramARB(programId));
|
|
shader_glsl_validate_link(gl_info, programId);
|
|
|
|
shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs,
|
|
vshader ? vshader->limits.constant_float : 0);
|
|
shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps,
|
|
pshader ? pshader->limits.constant_float : 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", programId);
|
|
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(glUseProgramObjectARB(programId));
|
|
checkGLcall("glUseProgramObjectARB(programId)");
|
|
|
|
/* 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_vsamplers(gl_info, context->tex_unit_map, programId);
|
|
shader_glsl_load_psamplers(gl_info, context->tex_unit_map, programId);
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
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.np2_fixup_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
|
|
{
|
|
GLhandleARB program_id;
|
|
GLhandleARB 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[tex_type_count] =
|
|
{
|
|
/* tex_1d */
|
|
NULL,
|
|
/* 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",
|
|
/* tex_3d */
|
|
NULL,
|
|
/* 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",
|
|
/* 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",
|
|
};
|
|
|
|
static const char * const blt_pshaders_masked[tex_type_count] =
|
|
{
|
|
/* tex_1d */
|
|
NULL,
|
|
/* 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",
|
|
/* tex_3d */
|
|
NULL,
|
|
/* 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",
|
|
/* 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",
|
|
};
|
|
|
|
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(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
|
|
shader_glsl_compile(gl_info, vshader_id, blt_vshader);
|
|
|
|
pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
|
|
shader_glsl_compile(gl_info, pshader_id, blt_pshader);
|
|
|
|
program_id = GL_EXTCALL(glCreateProgramObjectARB());
|
|
GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
|
|
GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
|
|
GL_EXTCALL(glLinkProgramARB(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(glDeleteObjectARB(vshader_id));
|
|
GL_EXTCALL(glDeleteObjectARB(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;
|
|
GLhandleARB 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->programId;
|
|
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->programId;
|
|
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(glUseProgramObjectARB(program_id));
|
|
checkGLcall("glUseProgramObjectARB");
|
|
|
|
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(glUseProgramObjectARB(0));
|
|
checkGLcall("glUseProgramObjectARB");
|
|
|
|
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 tex_types tex_type, const SIZE *ds_mask_size)
|
|
{
|
|
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
|
|
struct shader_glsl_priv *priv = shader_priv;
|
|
GLhandleARB *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(glGetUniformLocationARB(*blt_program, "sampler"));
|
|
GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
|
GL_EXTCALL(glUniform1iARB(loc, 0));
|
|
}
|
|
else
|
|
{
|
|
GL_EXTCALL(glUseProgramObjectARB(*blt_program));
|
|
}
|
|
|
|
if (masked)
|
|
{
|
|
loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
|
|
GL_EXTCALL(glUniform4fARB(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;
|
|
GLhandleARB program_id;
|
|
|
|
program_id = ctx_data->glsl_program ? ctx_data->glsl_program->programId : 0;
|
|
if (program_id) TRACE("Using GLSL program %u\n", program_id);
|
|
|
|
GL_EXTCALL(glUseProgramObjectARB(program_id));
|
|
checkGLcall("glUseProgramObjectARB");
|
|
}
|
|
|
|
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].prgId);
|
|
GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
|
|
checkGLcall("glDeleteObjectARB");
|
|
}
|
|
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].prgId);
|
|
GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
|
|
checkGLcall("glDeleteObjectARB");
|
|
}
|
|
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(glDeleteObjectARB(gl_shaders[i].id));
|
|
checkGLcall("glDeleteObjectARB");
|
|
}
|
|
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;
|
|
|
|
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 (!shader_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;
|
|
|
|
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);
|
|
shader_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 < tex_type_count; ++i)
|
|
{
|
|
if (priv->depth_blt_program_full[i])
|
|
{
|
|
GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
|
|
}
|
|
if (priv->depth_blt_program_masked[i])
|
|
{
|
|
GL_EXTCALL(glDeleteObjectARB(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);
|
|
shader_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_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])
|
|
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.
|
|
*/
|
|
caps->ps_1x_max_value = 8.0;
|
|
|
|
/* 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_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_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_NOP */ shader_glsl_nop,
|
|
/* WINED3DSIH_NRM */ shader_glsl_nrm,
|
|
/* 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 */ NULL,
|
|
/* 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 */ NULL,
|
|
/* 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_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_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)
|
|
{
|
|
if (enable)
|
|
gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
|
|
else
|
|
gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
|
|
checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
|
|
}
|
|
|
|
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
|
|
{
|
|
caps->xyzrhw = TRUE;
|
|
caps->max_active_lights = gl_info->limits.lights;
|
|
caps->max_vertex_blend_matrices = 1;
|
|
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_glDeleteObjectARB(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_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;
|
|
transform_projection(context, state, state_id);
|
|
}
|
|
|
|
static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
|
|
{
|
|
{STATE_VDECL, {STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_VDECL, NULL }, 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), state_specularenable }, 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), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
|
|
/* Viewport */
|
|
{STATE_VIEWPORT, {STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
|
|
/* Transform states */
|
|
{STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), transform_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)), transform_world }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_VDECL, 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_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, 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_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, 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), state_pscale }, 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 }, ARB_POINT_PARAMETERS },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
|
|
/* Samplers for NP2 texture matrix adjustions. They are not needed if
|
|
* GL_ARB_texture_non_power_of_two is supported, so register a NULL state
|
|
* handler in that case to get the vertex part of sampler() skipped (VTF
|
|
* is handled in the misc states). Otherwise, register
|
|
* sampler_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), sampler_texmatrix }, 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), sampler_texmatrix }, 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), sampler_texmatrix }, 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), sampler_texmatrix }, 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), sampler_texmatrix }, 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), sampler_texmatrix }, 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), sampler_texmatrix }, 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), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
|
{STATE_POINT_SIZE_ENABLE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, 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 blending and 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;
|
|
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
|
|
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_glDeleteObjectARB(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_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->last_was_rhw)
|
|
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;
|
|
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
|
|
}
|
|
}
|
|
|
|
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 const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
|
|
{
|
|
{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_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 },
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{STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
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{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
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{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 },
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{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 },
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{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 },
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{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 },
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{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 },
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{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 },
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{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 },
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{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 },
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{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
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{0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
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|
};
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|
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const struct fragment_pipeline glsl_fragment_pipe =
|
|
{
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glsl_fragment_pipe_enable,
|
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glsl_fragment_pipe_get_caps,
|
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glsl_fragment_pipe_alloc,
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glsl_fragment_pipe_free,
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shader_glsl_color_fixup_supported,
|
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glsl_fragment_pipe_state_template,
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};
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