13406 lines
553 KiB
C
13406 lines
553 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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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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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);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
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#define WINED3D_GLSL_SAMPLE_LOD 0x02
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#define WINED3D_GLSL_SAMPLE_GRAD 0x04
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#define WINED3D_GLSL_SAMPLE_LOAD 0x08
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#define WINED3D_GLSL_SAMPLE_OFFSET 0x10
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static const struct
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{
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unsigned int coord_size;
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unsigned int resinfo_size;
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const char *type_part;
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}
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resource_type_info[] =
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{
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{0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
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{1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
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{1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
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{2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
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{2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
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{3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
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{3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
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{2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
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{3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
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{3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
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{4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
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};
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static const struct
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{
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enum wined3d_data_type data_type;
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const char *glsl_scalar_type;
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const char *glsl_vector_type;
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}
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component_type_info[] =
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{
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{WINED3D_DATA_FLOAT, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
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{WINED3D_DATA_UINT, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
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{WINED3D_DATA_INT, "int", "ivec"}, /* WINED3D_TYPE_INT */
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{WINED3D_DATA_FLOAT, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
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};
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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 param_str[200];
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};
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struct glsl_sample_function
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{
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struct wined3d_string_buffer *name;
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unsigned int coord_mask;
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unsigned int deriv_mask;
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enum wined3d_data_type data_type;
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BOOL output_single_component;
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unsigned int offset_size;
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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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{
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struct wined3d_string_buffer shader_buffer;
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struct wined3d_string_buffer_list string_buffers;
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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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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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BOOL legacy_lighting;
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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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GLuint id;
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GLenum vertex_color_clamp;
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GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
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GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
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GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
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GLint pos_fixup_location;
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GLint base_vertex_id_location;
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GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
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GLint projection_matrix_location;
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GLint normal_matrix_location;
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GLint texture_matrix_location[WINED3D_MAX_TEXTURES];
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GLint material_ambient_location;
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GLint material_diffuse_location;
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GLint material_specular_location;
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GLint material_emissive_location;
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GLint material_shininess_location;
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GLint light_ambient_location;
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struct
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{
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GLint diffuse;
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GLint specular;
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GLint ambient;
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GLint position;
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GLint direction;
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GLint range;
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GLint falloff;
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GLint c_att;
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GLint l_att;
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GLint q_att;
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GLint cos_htheta;
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GLint cos_hphi;
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} light_location[WINED3D_MAX_ACTIVE_LIGHTS];
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GLint pointsize_location;
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GLint pointsize_min_location;
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GLint pointsize_max_location;
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GLint pointsize_c_att_location;
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GLint pointsize_l_att_location;
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GLint pointsize_q_att_location;
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GLint clip_planes_location;
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};
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struct glsl_hs_program
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{
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struct list shader_entry;
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GLuint id;
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};
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struct glsl_ds_program
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{
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struct list shader_entry;
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GLuint id;
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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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GLuint id;
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GLint pos_fixup_location;
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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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GLuint id;
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GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
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GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
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GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
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GLint bumpenv_mat_location[WINED3D_MAX_TEXTURES];
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GLint bumpenv_lum_scale_location[WINED3D_MAX_TEXTURES];
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GLint bumpenv_lum_offset_location[WINED3D_MAX_TEXTURES];
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GLint tss_constant_location[WINED3D_MAX_TEXTURES];
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GLint tex_factor_location;
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GLint specular_enable_location;
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GLint fog_color_location;
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GLint fog_density_location;
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GLint fog_end_location;
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GLint fog_scale_location;
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GLint alpha_test_ref_location;
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GLint ycorrection_location;
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GLint np2_fixup_location;
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GLint color_key_location;
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const struct ps_np2fixup_info *np2_fixup_info;
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};
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struct glsl_cs_program
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{
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struct list shader_entry;
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GLuint id;
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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_hs_program hs;
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struct glsl_ds_program ds;
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struct glsl_gs_program gs;
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struct glsl_ps_program ps;
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struct glsl_cs_program cs;
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GLuint id;
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DWORD constant_update_mask;
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unsigned int constant_version;
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DWORD shader_controlled_clip_distances : 1;
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DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
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DWORD padding : 23;
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};
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struct glsl_program_key
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{
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GLuint vs_id;
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GLuint hs_id;
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GLuint ds_id;
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GLuint gs_id;
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GLuint ps_id;
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GLuint cs_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 ds_compile_args *cur_ds_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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struct wined3d_string_buffer_list *string_buffers;
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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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GLenum vertex_color_clamp;
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BOOL rasterization_disabled;
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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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GLuint id;
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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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GLuint id;
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};
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struct glsl_hs_compiled_shader
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{
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GLuint id;
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};
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struct glsl_ds_compiled_shader
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{
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struct ds_compile_args args;
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GLuint id;
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};
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struct glsl_gs_compiled_shader
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{
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struct gs_compile_args args;
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GLuint id;
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};
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struct glsl_cs_compiled_shader
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{
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GLuint 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_hs_compiled_shader *hs;
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struct glsl_ds_compiled_shader *ds;
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struct glsl_gs_compiled_shader *gs;
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struct glsl_ps_compiled_shader *ps;
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struct glsl_cs_compiled_shader *cs;
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} gl_shaders;
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unsigned int 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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GLuint 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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GLuint 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 void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
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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);
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WINED3D_TO_STR(GL_TESS_CONTROL_SHADER);
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WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
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WINED3D_TO_STR(GL_GEOMETRY_SHADER);
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WINED3D_TO_STR(GL_FRAGMENT_SHADER);
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WINED3D_TO_STR(GL_COMPUTE_SHADER);
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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_HULL:
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return "hs";
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case WINED3D_SHADER_TYPE_DOMAIN:
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return "ds";
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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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case WINED3D_SHADER_TYPE_COMPUTE:
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return "cs";
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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 unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info)
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{
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if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 40))
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return 440;
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else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
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return 150;
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else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
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return 130;
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else
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return 120;
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}
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static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info)
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{
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shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
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}
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static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
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{
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char str[4][17];
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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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|
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static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
|
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const int *values, unsigned int size)
|
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{
|
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int i;
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|
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if (!size || size > 4)
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{
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ERR("Invalid vector size %u.\n", size);
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return;
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}
|
|
|
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if (size > 1)
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shader_addline(buffer, "ivec%u(", size);
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|
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for (i = 0; i < size; ++i)
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shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
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|
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if (size > 1)
|
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shader_addline(buffer, ")");
|
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}
|
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|
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static const char *get_info_log_line(const char **ptr)
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|
{
|
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const char *p, *q;
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|
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p = *ptr;
|
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if (!(q = strstr(p, "\n")))
|
|
{
|
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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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*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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void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
|
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{
|
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int length = 0;
|
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char *log;
|
|
|
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if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
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return;
|
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|
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if (program)
|
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GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
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else
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GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
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|
|
/* A size of 1 is just a null-terminated string, so the log should be bigger than
|
|
* that if there are errors. */
|
|
if (length > 1)
|
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{
|
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const char *ptr, *line;
|
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|
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log = heap_alloc(length);
|
|
/* The info log is supposed to be zero-terminated, but at least some
|
|
* versions of fglrx don't terminate the string properly. The reported
|
|
* length does include the terminator, so explicitly set it to zero
|
|
* here. */
|
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log[length - 1] = 0;
|
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if (program)
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GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
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else
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GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
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|
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ptr = log;
|
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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", id);
|
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while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), 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", id);
|
|
while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
|
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}
|
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heap_free(log);
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
|
|
{
|
|
const char *ptr, *line;
|
|
|
|
TRACE("Compiling shader object %u.\n", shader);
|
|
|
|
if (TRACE_ON(d3d_shader))
|
|
{
|
|
ptr = src;
|
|
while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
|
|
}
|
|
|
|
GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
|
|
checkGLcall("glShaderSource");
|
|
GL_EXTCALL(glCompileShader(shader));
|
|
checkGLcall("glCompileShader");
|
|
print_glsl_info_log(gl_info, shader, FALSE);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
|
|
{
|
|
GLint i, shader_count, source_size = -1;
|
|
GLuint *shaders;
|
|
char *source = NULL;
|
|
|
|
GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
|
|
if (!(shaders = heap_calloc(shader_count, sizeof(*shaders))))
|
|
{
|
|
ERR("Failed to allocate shader array memory.\n");
|
|
return;
|
|
}
|
|
|
|
GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
|
|
for (i = 0; i < shader_count; ++i)
|
|
{
|
|
const char *ptr, *line;
|
|
GLint tmp;
|
|
|
|
GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
|
|
|
|
if (source_size < tmp)
|
|
{
|
|
heap_free(source);
|
|
|
|
if (!(source = heap_alloc_zero(tmp)))
|
|
{
|
|
ERR("Failed to allocate %d bytes for shader source.\n", tmp);
|
|
heap_free(shaders);
|
|
return;
|
|
}
|
|
source_size = tmp;
|
|
}
|
|
|
|
FIXME("Shader %u:\n", shaders[i]);
|
|
GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
|
|
FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
|
|
GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
|
|
FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
|
|
FIXME("\n");
|
|
|
|
ptr = source;
|
|
GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
|
|
while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
|
|
FIXME("\n");
|
|
}
|
|
|
|
heap_free(source);
|
|
heap_free(shaders);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
|
|
{
|
|
GLint tmp;
|
|
|
|
if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
|
|
return;
|
|
|
|
GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
|
|
if (!tmp)
|
|
{
|
|
FIXME("Program %u link status invalid.\n", program);
|
|
shader_glsl_dump_program_source(gl_info, program);
|
|
}
|
|
|
|
print_glsl_info_log(gl_info, program, TRUE);
|
|
}
|
|
|
|
static BOOL shader_glsl_use_layout_qualifier(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
/* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
|
|
* driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
|
|
* versions. */
|
|
return shader_glsl_get_version(gl_info) >= 140;
|
|
}
|
|
|
|
static BOOL shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return gl_info->supported[ARB_SHADING_LANGUAGE_420PACK] && shader_glsl_use_layout_qualifier(gl_info);
|
|
}
|
|
|
|
static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
|
|
struct shader_glsl_priv *priv, GLuint program_id,
|
|
const struct wined3d_shader_reg_maps *reg_maps)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
|
|
struct wined3d_string_buffer *name;
|
|
unsigned int i, base, count;
|
|
GLuint block_idx;
|
|
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
return;
|
|
|
|
name = string_buffer_get(&priv->string_buffers);
|
|
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
if (!reg_maps->cb_sizes[i])
|
|
continue;
|
|
|
|
string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
|
|
block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
|
|
GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
|
|
}
|
|
checkGLcall("glUniformBlockBinding");
|
|
string_buffer_release(&priv->string_buffers, name);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_load_samplers_range(const struct wined3d_gl_info *gl_info,
|
|
struct shader_glsl_priv *priv, GLuint program_id, const char *prefix,
|
|
unsigned int base, unsigned int count, const DWORD *tex_unit_map)
|
|
{
|
|
struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
|
|
unsigned int i, mapped_unit;
|
|
GLint name_loc;
|
|
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, i);
|
|
name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
|
|
if (name_loc == -1)
|
|
continue;
|
|
|
|
mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i;
|
|
if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
|
|
{
|
|
ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
|
|
continue;
|
|
}
|
|
|
|
TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
|
|
GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
|
|
}
|
|
checkGLcall("Load sampler bindings");
|
|
string_buffer_release(&priv->string_buffers, sampler_name);
|
|
}
|
|
|
|
static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context *context,
|
|
const struct wined3d_shader_version *shader_version, unsigned int sampler_idx)
|
|
{
|
|
const DWORD *tex_unit_map;
|
|
unsigned int base, count;
|
|
|
|
tex_unit_map = context_get_tex_unit_mapping(context, shader_version, &base, &count);
|
|
if (sampler_idx >= count)
|
|
return WINED3D_UNMAPPED_STAGE;
|
|
if (!tex_unit_map)
|
|
return base + sampler_idx;
|
|
return tex_unit_map[base + sampler_idx];
|
|
}
|
|
|
|
static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_context *context, const struct wined3d_shader_version *shader_version,
|
|
unsigned int sampler_idx)
|
|
{
|
|
unsigned int mapped_unit = shader_glsl_map_tex_unit(context, shader_version, sampler_idx);
|
|
if (mapped_unit != WINED3D_UNMAPPED_STAGE)
|
|
shader_addline(buffer, "layout(binding = %u)\n", mapped_unit);
|
|
else
|
|
ERR("Unmapped sampler %u.\n", sampler_idx);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_load_samplers(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_shader_version *shader_version;
|
|
const DWORD *tex_unit_map;
|
|
unsigned int base, count;
|
|
const char *prefix;
|
|
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
return;
|
|
|
|
shader_version = reg_maps ? ®_maps->shader_version : NULL;
|
|
prefix = shader_glsl_get_prefix(shader_version ? shader_version->type : WINED3D_SHADER_TYPE_PIXEL);
|
|
tex_unit_map = context_get_tex_unit_mapping(context, shader_version, &base, &count);
|
|
shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map);
|
|
}
|
|
|
|
static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
|
|
GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
|
|
{
|
|
const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
|
|
|
|
if (icb)
|
|
{
|
|
struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
|
|
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
|
|
GLint icb_location;
|
|
|
|
string_buffer_sprintf(icb_name, "%s_icb", prefix);
|
|
icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
|
|
GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
|
|
checkGLcall("Load immediate constant buffer");
|
|
|
|
string_buffer_release(&priv->string_buffers, icb_name);
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
|
|
GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
|
|
struct wined3d_string_buffer *name;
|
|
GLint location;
|
|
unsigned int i;
|
|
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
return;
|
|
|
|
name = string_buffer_get(&priv->string_buffers);
|
|
for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
|
|
{
|
|
if (!reg_maps->uav_resource_info[i].type)
|
|
continue;
|
|
|
|
string_buffer_sprintf(name, "%s_image%u", prefix, i);
|
|
location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
if (location == -1)
|
|
continue;
|
|
|
|
TRACE("Loading image %s on unit %u.\n", name->buffer, i);
|
|
GL_EXTCALL(glUniform1i(location, i));
|
|
}
|
|
checkGLcall("Load image bindings");
|
|
string_buffer_release(&priv->string_buffers, name);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_load_program_resources(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
|
|
shader_glsl_init_uniform_block_bindings(context->gl_info, priv, program_id, reg_maps);
|
|
shader_glsl_load_icb(context->gl_info, priv, program_id, reg_maps);
|
|
/* Texture unit mapping is set up to be the same each time the shader
|
|
* program is used so we can hardcode the sampler uniform values. */
|
|
shader_glsl_load_samplers(context, priv, program_id, reg_maps);
|
|
}
|
|
|
|
static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count,
|
|
char **strings, unsigned int *strings_length, struct wined3d_string_buffer *buffer)
|
|
{
|
|
if (varyings && *strings)
|
|
{
|
|
char *ptr = *strings;
|
|
|
|
varyings[*varying_count] = ptr;
|
|
|
|
memcpy(ptr, buffer->buffer, buffer->content_size + 1);
|
|
ptr += buffer->content_size + 1;
|
|
|
|
*strings = ptr;
|
|
}
|
|
|
|
*strings_length += buffer->content_size + 1;
|
|
++(*varying_count);
|
|
}
|
|
|
|
static void append_transform_feedback_skip_components(const char **varyings,
|
|
unsigned int *varying_count, char **strings, unsigned int *strings_length,
|
|
struct wined3d_string_buffer *buffer, unsigned int component_count)
|
|
{
|
|
unsigned int j;
|
|
|
|
for (j = 0; j < component_count / 4; ++j)
|
|
{
|
|
string_buffer_sprintf(buffer, "gl_SkipComponents4");
|
|
append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
|
|
}
|
|
if (component_count % 4)
|
|
{
|
|
string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4);
|
|
append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer);
|
|
}
|
|
}
|
|
|
|
static BOOL shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer *buffer,
|
|
const char **varyings, unsigned int *varying_count, char *strings, unsigned int *strings_length,
|
|
GLenum buffer_mode, struct wined3d_shader *shader)
|
|
{
|
|
const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
|
|
unsigned int buffer_idx, count, length, highest_output_slot, stride;
|
|
unsigned int i, register_idx, component_idx;
|
|
BOOL have_varyings_to_record = FALSE;
|
|
|
|
count = length = 0;
|
|
highest_output_slot = 0;
|
|
for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx)
|
|
{
|
|
stride = 0;
|
|
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
const struct wined3d_stream_output_element *e = &so_desc->elements[i];
|
|
|
|
highest_output_slot = max(highest_output_slot, e->output_slot);
|
|
if (e->output_slot != buffer_idx)
|
|
continue;
|
|
|
|
if (e->stream_idx)
|
|
{
|
|
FIXME("Unhandled stream %u.\n", e->stream_idx);
|
|
continue;
|
|
}
|
|
|
|
stride += e->component_count;
|
|
|
|
if (!e->semantic_name)
|
|
{
|
|
append_transform_feedback_skip_components(varyings, &count,
|
|
&strings, &length, buffer, e->component_count);
|
|
continue;
|
|
}
|
|
|
|
if (!shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx))
|
|
continue;
|
|
|
|
if (component_idx || e->component_count != 4)
|
|
{
|
|
if (so_desc->rasterizer_stream_idx != WINED3D_NO_RASTERIZER_STREAM)
|
|
{
|
|
FIXME("Unsupported component range %u-%u.\n", component_idx, e->component_count);
|
|
append_transform_feedback_skip_components(varyings, &count,
|
|
&strings, &length, buffer, e->component_count);
|
|
continue;
|
|
}
|
|
|
|
string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u",
|
|
register_idx, component_idx, component_idx + e->component_count - 1);
|
|
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
|
|
}
|
|
else
|
|
{
|
|
string_buffer_sprintf(buffer, "shader_in_out.reg%u", register_idx);
|
|
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
|
|
}
|
|
|
|
have_varyings_to_record = TRUE;
|
|
}
|
|
|
|
if (buffer_idx < so_desc->buffer_stride_count
|
|
&& stride < so_desc->buffer_strides[buffer_idx] / 4)
|
|
{
|
|
unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride;
|
|
append_transform_feedback_skip_components(varyings, &count,
|
|
&strings, &length, buffer, component_count);
|
|
}
|
|
|
|
if (highest_output_slot <= buffer_idx)
|
|
break;
|
|
|
|
if (buffer_mode == GL_INTERLEAVED_ATTRIBS)
|
|
{
|
|
string_buffer_sprintf(buffer, "gl_NextBuffer");
|
|
append_transform_feedback_varying(varyings, &count, &strings, &length, buffer);
|
|
}
|
|
}
|
|
|
|
if (varying_count)
|
|
*varying_count = count;
|
|
if (strings_length)
|
|
*strings_length = length;
|
|
|
|
return have_varyings_to_record;
|
|
}
|
|
|
|
static void shader_glsl_init_transform_feedback(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, GLuint program_id, struct wined3d_shader *shader)
|
|
{
|
|
const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_string_buffer *buffer;
|
|
unsigned int i, count, length;
|
|
const char **varyings;
|
|
char *strings;
|
|
GLenum mode;
|
|
|
|
if (!so_desc->element_count)
|
|
return;
|
|
|
|
if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
|
|
{
|
|
mode = GL_INTERLEAVED_ATTRIBS;
|
|
}
|
|
else
|
|
{
|
|
unsigned int element_count[WINED3D_MAX_STREAM_OUTPUT_BUFFERS] = {0};
|
|
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
if (!so_desc->elements[i].semantic_name)
|
|
{
|
|
FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
|
|
return;
|
|
}
|
|
++element_count[so_desc->elements[i].output_slot];
|
|
}
|
|
|
|
if (element_count[0] == so_desc->element_count)
|
|
{
|
|
mode = GL_INTERLEAVED_ATTRIBS;
|
|
}
|
|
else
|
|
{
|
|
mode = GL_SEPARATE_ATTRIBS;
|
|
for (i = 0; i < ARRAY_SIZE(element_count); ++i)
|
|
{
|
|
if (element_count[i] != 1)
|
|
break;
|
|
}
|
|
for (; i < ARRAY_SIZE(element_count); ++i)
|
|
{
|
|
if (element_count[i])
|
|
{
|
|
FIXME("Only single element per buffer is allowed in separate mode.\n");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
buffer = string_buffer_get(&priv->string_buffers);
|
|
|
|
if (!shader_glsl_generate_transform_feedback_varyings(buffer, NULL, &count, NULL, &length, mode, shader))
|
|
{
|
|
FIXME("No varyings to record, disabling transform feedback.\n");
|
|
shader->u.gs.so_desc.element_count = 0;
|
|
string_buffer_release(&priv->string_buffers, buffer);
|
|
return;
|
|
}
|
|
|
|
if (!(varyings = heap_calloc(count, sizeof(*varyings))))
|
|
{
|
|
ERR("Out of memory.\n");
|
|
string_buffer_release(&priv->string_buffers, buffer);
|
|
return;
|
|
}
|
|
if (!(strings = heap_calloc(length, sizeof(*strings))))
|
|
{
|
|
ERR("Out of memory.\n");
|
|
heap_free(varyings);
|
|
string_buffer_release(&priv->string_buffers, buffer);
|
|
return;
|
|
}
|
|
|
|
shader_glsl_generate_transform_feedback_varyings(buffer, varyings, NULL, strings, NULL, mode, shader);
|
|
GL_EXTCALL(glTransformFeedbackVaryings(program_id, count, varyings, mode));
|
|
checkGLcall("glTransformFeedbackVaryings");
|
|
|
|
heap_free(varyings);
|
|
heap_free(strings);
|
|
string_buffer_release(&priv->string_buffers, buffer);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
|
|
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
|
|
{
|
|
unsigned int start = ~0U, end = 0;
|
|
int stack_idx = 0;
|
|
unsigned int heap_idx = 1;
|
|
unsigned int idx;
|
|
|
|
if (heap->entries[heap_idx].version <= version) return;
|
|
|
|
idx = heap->entries[heap_idx].idx;
|
|
if (constant_locations[idx] != -1)
|
|
start = end = idx;
|
|
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
|
|
|
while (stack_idx >= 0)
|
|
{
|
|
/* Note that we fall through to the next case statement. */
|
|
switch(stack[stack_idx])
|
|
{
|
|
case HEAP_NODE_TRAVERSE_LEFT:
|
|
{
|
|
unsigned int left_idx = heap_idx << 1;
|
|
if (left_idx < heap->size && heap->entries[left_idx].version > version)
|
|
{
|
|
heap_idx = left_idx;
|
|
idx = heap->entries[heap_idx].idx;
|
|
if (constant_locations[idx] != -1)
|
|
{
|
|
if (start > idx)
|
|
start = idx;
|
|
if (end < idx)
|
|
end = idx;
|
|
}
|
|
|
|
stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
|
|
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
case HEAP_NODE_TRAVERSE_RIGHT:
|
|
{
|
|
unsigned int right_idx = (heap_idx << 1) + 1;
|
|
if (right_idx < heap->size && heap->entries[right_idx].version > version)
|
|
{
|
|
heap_idx = right_idx;
|
|
idx = heap->entries[heap_idx].idx;
|
|
if (constant_locations[idx] != -1)
|
|
{
|
|
if (start > idx)
|
|
start = idx;
|
|
if (end < idx)
|
|
end = idx;
|
|
}
|
|
|
|
stack[stack_idx++] = HEAP_NODE_POP;
|
|
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
case HEAP_NODE_POP:
|
|
heap_idx >>= 1;
|
|
--stack_idx;
|
|
break;
|
|
}
|
|
}
|
|
if (start <= end)
|
|
GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
|
|
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 struct wined3d_vec4 *data)
|
|
{
|
|
GLfloat clamped_constant[4];
|
|
|
|
if (location == -1) return;
|
|
|
|
clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
|
|
clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
|
|
clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
|
|
clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
|
|
|
|
GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info,
|
|
const struct wined3d_vec4 *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]);
|
|
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]);
|
|
|
|
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]);
|
|
|
|
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_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
|
|
const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
|
|
unsigned char *stack, unsigned int version)
|
|
{
|
|
const struct wined3d_shader_lconst *lconst;
|
|
|
|
/* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
|
|
if (shader->reg_maps.shader_version.major == 1
|
|
&& shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
|
|
walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
|
|
else
|
|
walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
|
|
|
|
if (!shader->load_local_constsF)
|
|
{
|
|
TRACE("No need to load local float constants for this shader.\n");
|
|
return;
|
|
}
|
|
|
|
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
|
|
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
|
|
{
|
|
GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
|
|
}
|
|
checkGLcall("glUniform4fv()");
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
|
|
const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
|
|
{
|
|
unsigned int i;
|
|
struct list* ptr;
|
|
|
|
for (i = 0; constants_set; constants_set >>= 1, ++i)
|
|
{
|
|
if (!(constants_set & 1)) continue;
|
|
|
|
/* We found this uniform name in the program - go ahead and send the data */
|
|
GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
|
|
}
|
|
|
|
/* Load immediate constants */
|
|
ptr = list_head(&shader->constantsI);
|
|
while (ptr)
|
|
{
|
|
const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
|
|
unsigned int idx = lconst->idx;
|
|
const GLint *values = (const GLint *)lconst->value;
|
|
|
|
/* We found this uniform name in the program - go ahead and send the data */
|
|
GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
|
|
ptr = list_next(&shader->constantsI, ptr);
|
|
}
|
|
checkGLcall("glUniform4iv()");
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
|
|
const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set)
|
|
{
|
|
unsigned int i;
|
|
struct list* ptr;
|
|
|
|
for (i = 0; constants_set; constants_set >>= 1, ++i)
|
|
{
|
|
if (!(constants_set & 1)) continue;
|
|
|
|
GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
|
|
}
|
|
|
|
/* Load immediate constants */
|
|
ptr = list_head(&shader->constantsB);
|
|
while (ptr)
|
|
{
|
|
const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
|
|
unsigned int idx = lconst->idx;
|
|
const GLint *values = (const GLint *)lconst->value;
|
|
|
|
GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
|
|
ptr = list_next(&shader->constantsB, ptr);
|
|
}
|
|
checkGLcall("glUniform1iv()");
|
|
}
|
|
|
|
static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
|
|
{
|
|
WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
|
|
}
|
|
|
|
/* Context activation is done by the caller (state handler). */
|
|
static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
|
|
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
|
|
{
|
|
struct
|
|
{
|
|
float sx, sy;
|
|
}
|
|
np2fixup_constants[WINED3D_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];
|
|
|
|
if (!tex)
|
|
{
|
|
ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
|
|
continue;
|
|
}
|
|
|
|
np2fixup_constants[idx].sx = tex->pow2_matrix[0];
|
|
np2fixup_constants[idx].sy = tex->pow2_matrix[5];
|
|
}
|
|
|
|
GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx));
|
|
}
|
|
|
|
/* Taken and adapted from Mesa. */
|
|
static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
|
|
{
|
|
float pos, neg, t, det;
|
|
struct wined3d_matrix temp;
|
|
|
|
/* Calculate the determinant of upper left 3x3 submatrix and
|
|
* determine if the matrix is singular. */
|
|
pos = neg = 0.0f;
|
|
t = in->_11 * in->_22 * in->_33;
|
|
if (t >= 0.0f)
|
|
pos += t;
|
|
else
|
|
neg += t;
|
|
|
|
t = in->_21 * in->_32 * in->_13;
|
|
if (t >= 0.0f)
|
|
pos += t;
|
|
else
|
|
neg += t;
|
|
t = in->_31 * in->_12 * in->_23;
|
|
if (t >= 0.0f)
|
|
pos += t;
|
|
else
|
|
neg += t;
|
|
|
|
t = -in->_31 * in->_22 * in->_13;
|
|
if (t >= 0.0f)
|
|
pos += t;
|
|
else
|
|
neg += t;
|
|
t = -in->_21 * in->_12 * in->_33;
|
|
if (t >= 0.0f)
|
|
pos += t;
|
|
else
|
|
neg += t;
|
|
|
|
t = -in->_11 * in->_32 * in->_23;
|
|
if (t >= 0.0f)
|
|
pos += t;
|
|
else
|
|
neg += t;
|
|
|
|
det = pos + neg;
|
|
|
|
if (fabsf(det) < 1e-25f)
|
|
return FALSE;
|
|
|
|
det = 1.0f / det;
|
|
temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
|
|
temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
|
|
temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
|
|
temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
|
|
temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
|
|
temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
|
|
temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
|
|
temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
|
|
temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
|
|
|
|
*out = temp;
|
|
return TRUE;
|
|
}
|
|
|
|
static void swap_rows(float **a, float **b)
|
|
{
|
|
float *tmp = *a;
|
|
|
|
*a = *b;
|
|
*b = tmp;
|
|
}
|
|
|
|
static BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
|
|
{
|
|
float wtmp[4][8];
|
|
float m0, m1, m2, m3, s;
|
|
float *r0, *r1, *r2, *r3;
|
|
|
|
r0 = wtmp[0];
|
|
r1 = wtmp[1];
|
|
r2 = wtmp[2];
|
|
r3 = wtmp[3];
|
|
|
|
r0[0] = m->_11;
|
|
r0[1] = m->_12;
|
|
r0[2] = m->_13;
|
|
r0[3] = m->_14;
|
|
r0[4] = 1.0f;
|
|
r0[5] = r0[6] = r0[7] = 0.0f;
|
|
|
|
r1[0] = m->_21;
|
|
r1[1] = m->_22;
|
|
r1[2] = m->_23;
|
|
r1[3] = m->_24;
|
|
r1[5] = 1.0f;
|
|
r1[4] = r1[6] = r1[7] = 0.0f;
|
|
|
|
r2[0] = m->_31;
|
|
r2[1] = m->_32;
|
|
r2[2] = m->_33;
|
|
r2[3] = m->_34;
|
|
r2[6] = 1.0f;
|
|
r2[4] = r2[5] = r2[7] = 0.0f;
|
|
|
|
r3[0] = m->_41;
|
|
r3[1] = m->_42;
|
|
r3[2] = m->_43;
|
|
r3[3] = m->_44;
|
|
r3[7] = 1.0f;
|
|
r3[4] = r3[5] = r3[6] = 0.0f;
|
|
|
|
/* Choose pivot - or die. */
|
|
if (fabsf(r3[0]) > fabsf(r2[0]))
|
|
swap_rows(&r3, &r2);
|
|
if (fabsf(r2[0]) > fabsf(r1[0]))
|
|
swap_rows(&r2, &r1);
|
|
if (fabsf(r1[0]) > fabsf(r0[0]))
|
|
swap_rows(&r1, &r0);
|
|
if (r0[0] == 0.0f)
|
|
return FALSE;
|
|
|
|
/* Eliminate first variable. */
|
|
m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
|
|
s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
|
|
s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
|
|
s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
|
|
s = r0[4];
|
|
if (s != 0.0f)
|
|
{
|
|
r1[4] -= m1 * s;
|
|
r2[4] -= m2 * s;
|
|
r3[4] -= m3 * s;
|
|
}
|
|
s = r0[5];
|
|
if (s != 0.0f)
|
|
{
|
|
r1[5] -= m1 * s;
|
|
r2[5] -= m2 * s;
|
|
r3[5] -= m3 * s;
|
|
}
|
|
s = r0[6];
|
|
if (s != 0.0f)
|
|
{
|
|
r1[6] -= m1 * s;
|
|
r2[6] -= m2 * s;
|
|
r3[6] -= m3 * s;
|
|
}
|
|
s = r0[7];
|
|
if (s != 0.0f)
|
|
{
|
|
r1[7] -= m1 * s;
|
|
r2[7] -= m2 * s;
|
|
r3[7] -= m3 * s;
|
|
}
|
|
|
|
/* Choose pivot - or die. */
|
|
if (fabsf(r3[1]) > fabsf(r2[1]))
|
|
swap_rows(&r3, &r2);
|
|
if (fabsf(r2[1]) > fabsf(r1[1]))
|
|
swap_rows(&r2, &r1);
|
|
if (r1[1] == 0.0f)
|
|
return FALSE;
|
|
|
|
/* Eliminate second variable. */
|
|
m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
|
|
r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
|
|
r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
|
|
s = r1[4];
|
|
if (s != 0.0f)
|
|
{
|
|
r2[4] -= m2 * s;
|
|
r3[4] -= m3 * s;
|
|
}
|
|
s = r1[5];
|
|
if (s != 0.0f)
|
|
{
|
|
r2[5] -= m2 * s;
|
|
r3[5] -= m3 * s;
|
|
}
|
|
s = r1[6];
|
|
if (s != 0.0f)
|
|
{
|
|
r2[6] -= m2 * s;
|
|
r3[6] -= m3 * s;
|
|
}
|
|
s = r1[7];
|
|
if (s != 0.0f)
|
|
{
|
|
r2[7] -= m2 * s;
|
|
r3[7] -= m3 * s;
|
|
}
|
|
|
|
/* Choose pivot - or die. */
|
|
if (fabsf(r3[2]) > fabsf(r2[2]))
|
|
swap_rows(&r3, &r2);
|
|
if (r2[2] == 0.0f)
|
|
return FALSE;
|
|
|
|
/* Eliminate third variable. */
|
|
m3 = r3[2] / r2[2];
|
|
r3[3] -= m3 * r2[3];
|
|
r3[4] -= m3 * r2[4];
|
|
r3[5] -= m3 * r2[5];
|
|
r3[6] -= m3 * r2[6];
|
|
r3[7] -= m3 * r2[7];
|
|
|
|
/* Last check. */
|
|
if (r3[3] == 0.0f)
|
|
return FALSE;
|
|
|
|
/* Back substitute row 3. */
|
|
s = 1.0f / r3[3];
|
|
r3[4] *= s;
|
|
r3[5] *= s;
|
|
r3[6] *= s;
|
|
r3[7] *= s;
|
|
|
|
/* Back substitute row 2. */
|
|
m2 = r2[3];
|
|
s = 1.0f / r2[2];
|
|
r2[4] = s * (r2[4] - r3[4] * m2);
|
|
r2[5] = s * (r2[5] - r3[5] * m2);
|
|
r2[6] = s * (r2[6] - r3[6] * m2);
|
|
r2[7] = s * (r2[7] - r3[7] * m2);
|
|
m1 = r1[3];
|
|
r1[4] -= r3[4] * m1;
|
|
r1[5] -= r3[5] * m1;
|
|
r1[6] -= r3[6] * m1;
|
|
r1[7] -= r3[7] * m1;
|
|
m0 = r0[3];
|
|
r0[4] -= r3[4] * m0;
|
|
r0[5] -= r3[5] * m0;
|
|
r0[6] -= r3[6] * m0;
|
|
r0[7] -= r3[7] * m0;
|
|
|
|
/* Back substitute row 1. */
|
|
m1 = r1[2];
|
|
s = 1.0f / r1[1];
|
|
r1[4] = s * (r1[4] - r2[4] * m1);
|
|
r1[5] = s * (r1[5] - r2[5] * m1);
|
|
r1[6] = s * (r1[6] - r2[6] * m1);
|
|
r1[7] = s * (r1[7] - r2[7] * m1);
|
|
m0 = r0[2];
|
|
r0[4] -= r2[4] * m0;
|
|
r0[5] -= r2[5] * m0;
|
|
r0[6] -= r2[6] * m0;
|
|
r0[7] -= r2[7] * m0;
|
|
|
|
/* Back substitute row 0. */
|
|
m0 = r0[1];
|
|
s = 1.0f / r0[0];
|
|
r0[4] = s * (r0[4] - r1[4] * m0);
|
|
r0[5] = s * (r0[5] - r1[5] * m0);
|
|
r0[6] = s * (r0[6] - r1[6] * m0);
|
|
r0[7] = s * (r0[7] - r1[7] * m0);
|
|
|
|
out->_11 = r0[4];
|
|
out->_12 = r0[5];
|
|
out->_13 = r0[6];
|
|
out->_14 = r0[7];
|
|
out->_21 = r1[4];
|
|
out->_22 = r1[5];
|
|
out->_23 = r1[6];
|
|
out->_24 = r1[7];
|
|
out->_31 = r2[4];
|
|
out->_32 = r2[5];
|
|
out->_33 = r2[6];
|
|
out->_34 = r2[7];
|
|
out->_41 = r3[4];
|
|
out->_42 = r3[5];
|
|
out->_43 = r3[6];
|
|
out->_44 = r3[7];
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
|
|
{
|
|
struct wined3d_matrix temp;
|
|
unsigned int i, j;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
for (j = 0; j < 4; ++j)
|
|
(&temp._11)[4 * j + i] = (&m->_11)[4 * i + j];
|
|
|
|
*out = temp;
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
float mat[3 * 3];
|
|
struct wined3d_matrix mv;
|
|
unsigned int i, j;
|
|
|
|
if (prog->vs.normal_matrix_location == -1)
|
|
return;
|
|
|
|
get_modelview_matrix(context, state, 0, &mv);
|
|
if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
|
|
invert_matrix_3d(&mv, &mv);
|
|
else
|
|
invert_matrix(&mv, &mv);
|
|
/* Tests show that singular modelview matrices are used unchanged as normal
|
|
* matrices on D3D3 and older. There seems to be no clearly consistent
|
|
* behavior on newer D3D versions so always follow older ddraw behavior. */
|
|
for (i = 0; i < 3; ++i)
|
|
for (j = 0; j < 3; ++j)
|
|
mat[i * 3 + j] = (&mv._11)[j * 4 + i];
|
|
|
|
GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
|
|
checkGLcall("glUniformMatrix3fv");
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_matrix mat;
|
|
|
|
if (tex >= WINED3D_MAX_TEXTURES)
|
|
return;
|
|
if (prog->vs.texture_matrix_location[tex] == -1)
|
|
return;
|
|
|
|
get_texture_matrix(context, state, tex, &mat);
|
|
GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
|
|
checkGLcall("glUniformMatrix4fv");
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
if (state->render_states[WINED3D_RS_SPECULARENABLE])
|
|
{
|
|
GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
|
|
GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
|
|
}
|
|
else
|
|
{
|
|
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
|
|
}
|
|
GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
|
|
GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
|
|
GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
|
|
checkGLcall("setting FFP material uniforms");
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_color color;
|
|
|
|
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
|
|
GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
|
|
checkGLcall("glUniform3fv");
|
|
}
|
|
|
|
static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
|
|
const struct wined3d_matrix *src2)
|
|
{
|
|
struct wined3d_vec4 temp;
|
|
|
|
temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
|
|
temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
|
|
temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
|
|
temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
|
|
|
|
*dest = temp;
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
|
|
struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_vec4 vec4;
|
|
|
|
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
|
|
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
|
|
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
|
|
|
|
switch (light_info->OriginalParms.type)
|
|
{
|
|
case WINED3D_LIGHT_POINT:
|
|
multiply_vector_matrix(&vec4, &light_info->position, view);
|
|
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
|
|
break;
|
|
|
|
case WINED3D_LIGHT_SPOT:
|
|
multiply_vector_matrix(&vec4, &light_info->position, view);
|
|
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
|
|
|
|
multiply_vector_matrix(&vec4, &light_info->direction, view);
|
|
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
|
|
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
|
|
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
|
|
break;
|
|
|
|
case WINED3D_LIGHT_DIRECTIONAL:
|
|
multiply_vector_matrix(&vec4, &light_info->direction, view);
|
|
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
|
|
break;
|
|
|
|
case WINED3D_LIGHT_PARALLELPOINT:
|
|
multiply_vector_matrix(&vec4, &light_info->position, view);
|
|
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
|
|
}
|
|
checkGLcall("setting FFP lights uniforms");
|
|
}
|
|
|
|
static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
float min, max;
|
|
float size, att[3];
|
|
|
|
get_pointsize_minmax(context, state, &min, &max);
|
|
|
|
GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
|
|
checkGLcall("glUniform1f");
|
|
GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
|
|
checkGLcall("glUniform1f");
|
|
|
|
get_pointsize(context, state, &size, att);
|
|
|
|
GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
|
|
checkGLcall("glUniform1f");
|
|
GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
|
|
checkGLcall("glUniform1f");
|
|
GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
|
|
checkGLcall("glUniform1f");
|
|
GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
|
|
checkGLcall("glUniform1f");
|
|
}
|
|
|
|
static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_color color;
|
|
float start, end, scale;
|
|
union
|
|
{
|
|
DWORD d;
|
|
float f;
|
|
} tmpvalue;
|
|
|
|
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
|
|
GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
|
|
tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
|
|
GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
|
|
get_fog_start_end(context, state, &start, &end);
|
|
scale = 1.0f / (end - start);
|
|
GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
|
|
GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
|
|
checkGLcall("fog emulation uniforms");
|
|
}
|
|
|
|
static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_matrix matrix;
|
|
struct wined3d_vec4 plane;
|
|
|
|
plane = state->clip_planes[index];
|
|
|
|
/* Clip planes are affected by the view transform in d3d for FFP draws. */
|
|
if (!use_vs(state))
|
|
{
|
|
invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]);
|
|
transpose_matrix(&matrix, &matrix);
|
|
multiply_vector_matrix(&plane, &plane, &matrix);
|
|
}
|
|
|
|
GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
|
|
}
|
|
|
|
/* Context activation is done by the caller (state handler). */
|
|
static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
|
|
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
|
|
{
|
|
struct wined3d_color float_key[2];
|
|
const struct wined3d_texture *texture = state->textures[0];
|
|
|
|
wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
|
|
GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
|
|
}
|
|
|
|
/* Context activation is done by the caller (state handler). */
|
|
static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
|
|
const struct wined3d_state *state)
|
|
{
|
|
const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
|
|
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
const struct glsl_context_data *ctx_data = context->shader_backend_data;
|
|
struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
float position_fixup[4 * WINED3D_MAX_VIEWPORTS];
|
|
struct shader_glsl_priv *priv = shader_priv;
|
|
unsigned int constant_version;
|
|
DWORD update_mask;
|
|
int i;
|
|
|
|
/* No GLSL program set - nothing to do. */
|
|
if (!prog)
|
|
return;
|
|
|
|
constant_version = prog->constant_version;
|
|
update_mask = context->constant_update_mask & prog->constant_update_mask;
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_VS_F)
|
|
shader_glsl_load_constants_f(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_constants_i(vshader, gl_info, state->vs_consts_i,
|
|
prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_VS_B)
|
|
shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
|
|
vshader->reg_maps.boolean_constants);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
|
|
{
|
|
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
|
|
shader_glsl_clip_plane_uniform(context, state, i, prog);
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
|
|
shader_glsl_pointsize_uniform(context, state, prog);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
|
|
{
|
|
unsigned int fixup_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
|
|
max(state->viewport_count, 1) : 1;
|
|
shader_get_position_fixup(context, state, fixup_count, position_fixup);
|
|
if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
|
|
GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, fixup_count, position_fixup));
|
|
else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
|
|
GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup));
|
|
else
|
|
GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
|
|
checkGLcall("glUniform4fv");
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_BASE_VERTEX_ID)
|
|
{
|
|
GL_EXTCALL(glUniform1i(prog->vs.base_vertex_id_location, state->base_vertex_index));
|
|
checkGLcall("base vertex id");
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
|
|
{
|
|
struct wined3d_matrix mat;
|
|
|
|
get_modelview_matrix(context, state, 0, &mat);
|
|
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
|
|
checkGLcall("glUniformMatrix4fv");
|
|
|
|
shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
|
|
{
|
|
struct wined3d_matrix mat;
|
|
|
|
for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
|
|
{
|
|
if (prog->vs.modelview_matrix_location[i] == -1)
|
|
break;
|
|
|
|
get_modelview_matrix(context, state, i, &mat);
|
|
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
|
|
checkGLcall("glUniformMatrix4fv");
|
|
}
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
|
|
{
|
|
struct wined3d_matrix projection;
|
|
|
|
get_projection_matrix(context, state, &projection);
|
|
GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
|
|
checkGLcall("glUniformMatrix4fv");
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
|
|
{
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
|
|
shader_glsl_ffp_vertex_material_uniform(context, state, prog);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
|
|
{
|
|
unsigned int point_idx, spot_idx, directional_idx, parallel_point_idx;
|
|
DWORD point_count = 0;
|
|
DWORD spot_count = 0;
|
|
DWORD directional_count = 0;
|
|
DWORD parallel_point_count = 0;
|
|
|
|
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
|
|
{
|
|
if (!state->light_state.lights[i])
|
|
continue;
|
|
|
|
switch (state->light_state.lights[i]->OriginalParms.type)
|
|
{
|
|
case WINED3D_LIGHT_POINT:
|
|
++point_count;
|
|
break;
|
|
case WINED3D_LIGHT_SPOT:
|
|
++spot_count;
|
|
break;
|
|
case WINED3D_LIGHT_DIRECTIONAL:
|
|
++directional_count;
|
|
break;
|
|
case WINED3D_LIGHT_PARALLELPOINT:
|
|
++parallel_point_count;
|
|
break;
|
|
default:
|
|
FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type);
|
|
break;
|
|
}
|
|
}
|
|
point_idx = 0;
|
|
spot_idx = point_idx + point_count;
|
|
directional_idx = spot_idx + spot_count;
|
|
parallel_point_idx = directional_idx + directional_count;
|
|
|
|
shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
|
|
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
|
|
{
|
|
const struct wined3d_light_info *light_info = state->light_state.lights[i];
|
|
unsigned int idx;
|
|
|
|
if (!light_info)
|
|
continue;
|
|
|
|
switch (light_info->OriginalParms.type)
|
|
{
|
|
case WINED3D_LIGHT_POINT:
|
|
idx = point_idx++;
|
|
break;
|
|
case WINED3D_LIGHT_SPOT:
|
|
idx = spot_idx++;
|
|
break;
|
|
case WINED3D_LIGHT_DIRECTIONAL:
|
|
idx = directional_idx++;
|
|
break;
|
|
case WINED3D_LIGHT_PARALLELPOINT:
|
|
idx = parallel_point_idx++;
|
|
break;
|
|
default:
|
|
FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
|
|
continue;
|
|
}
|
|
shader_glsl_ffp_vertex_light_uniform(context, state, idx, light_info, prog);
|
|
}
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_F)
|
|
shader_glsl_load_constants_f(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_constants_i(pshader, gl_info, state->ps_consts_i,
|
|
prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_B)
|
|
shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
|
|
pshader->reg_maps.boolean_constants);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
|
|
{
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
if (prog->ps.bumpenv_mat_location[i] == -1)
|
|
continue;
|
|
|
|
GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
|
|
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
|
|
|
|
if (prog->ps.bumpenv_lum_scale_location[i] != -1)
|
|
{
|
|
GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
|
|
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
|
|
GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
|
|
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
|
|
}
|
|
}
|
|
|
|
checkGLcall("bump env uniforms");
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
|
|
{
|
|
const struct wined3d_vec4 correction_params =
|
|
{
|
|
/* Position is relative to the framebuffer, not the viewport. */
|
|
context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
|
|
context->render_offscreen ? 1.0f : -1.0f,
|
|
0.0f,
|
|
0.0f,
|
|
};
|
|
|
|
GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
|
|
shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
|
|
shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
|
|
{
|
|
struct wined3d_color color;
|
|
|
|
if (prog->ps.tex_factor_location != -1)
|
|
{
|
|
wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
|
|
GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
|
|
}
|
|
|
|
if (state->render_states[WINED3D_RS_SPECULARENABLE])
|
|
GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
|
|
else
|
|
GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
|
|
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
if (prog->ps.tss_constant_location[i] == -1)
|
|
continue;
|
|
|
|
wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]);
|
|
GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
|
|
}
|
|
|
|
checkGLcall("fixed function uniforms");
|
|
}
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
|
|
shader_glsl_load_fog_uniform(context, state, prog);
|
|
|
|
if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
|
|
{
|
|
float ref = wined3d_alpha_ref(state);
|
|
|
|
GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
|
|
checkGLcall("alpha test emulation uniform");
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return gl_info->glsl_version < MAKEDWORD_VERSION(1, 30);
|
|
}
|
|
|
|
static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION]
|
|
&& shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info);
|
|
}
|
|
|
|
static BOOL shader_glsl_use_interface_blocks(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return shader_glsl_get_version(gl_info) >= 150;
|
|
}
|
|
|
|
static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
|
|
}
|
|
|
|
static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
|
|
{
|
|
va_list args;
|
|
int ret;
|
|
|
|
shader_addline(buffer, "%s%s ", flat ? "flat " : "",
|
|
needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
|
|
for (;;)
|
|
{
|
|
va_start(args, format);
|
|
ret = shader_vaddline(buffer, format, args);
|
|
va_end(args);
|
|
if (!ret)
|
|
return;
|
|
if (!string_buffer_resize(buffer, ret))
|
|
return;
|
|
}
|
|
}
|
|
|
|
static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
|
|
{
|
|
va_list args;
|
|
int ret;
|
|
|
|
shader_addline(buffer, "%s%s ", flat ? "flat " : "",
|
|
needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
|
|
for (;;)
|
|
{
|
|
va_start(args, format);
|
|
ret = shader_vaddline(buffer, format, args);
|
|
va_end(args);
|
|
if (!ret)
|
|
return;
|
|
if (!string_buffer_resize(buffer, ret))
|
|
return;
|
|
}
|
|
}
|
|
|
|
static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return shader_glsl_use_interface_blocks(gl_info) ? "shader_in.reg" : "ps_link";
|
|
}
|
|
|
|
static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return shader_glsl_use_interface_blocks(gl_info) ? "shader_out.reg" : "ps_link";
|
|
}
|
|
|
|
static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case WINED3DSIM_CONSTANT:
|
|
return "flat ";
|
|
case WINED3DSIM_LINEAR_NOPERSPECTIVE:
|
|
return "noperspective ";
|
|
default:
|
|
FIXME("Unhandled interpolation mode %#x.\n", mode);
|
|
case WINED3DSIM_NONE:
|
|
case WINED3DSIM_LINEAR:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
static enum wined3d_shader_interpolation_mode wined3d_extract_interpolation_mode(
|
|
const DWORD *packed_interpolation_mode, unsigned int register_idx)
|
|
{
|
|
return wined3d_extract_bits(packed_interpolation_mode,
|
|
register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT);
|
|
}
|
|
|
|
static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_buffer *buffer, unsigned int element_count,
|
|
const DWORD *interpolation_mode, BOOL unroll)
|
|
{
|
|
enum wined3d_shader_interpolation_mode mode;
|
|
unsigned int i;
|
|
|
|
if (shader_glsl_use_interface_blocks(gl_info))
|
|
{
|
|
if (unroll)
|
|
{
|
|
shader_addline(buffer, "in shader_in_out {\n");
|
|
for (i = 0; i < element_count; ++i)
|
|
{
|
|
mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
|
|
shader_addline(buffer, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i);
|
|
}
|
|
shader_addline(buffer, "} shader_in;\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup,
|
|
const DWORD *interpolation_mode)
|
|
{
|
|
enum wined3d_shader_interpolation_mode mode;
|
|
unsigned int i;
|
|
|
|
if (shader_glsl_use_interface_blocks(gl_info))
|
|
{
|
|
if (rasterizer_setup)
|
|
{
|
|
shader_addline(buffer, "out shader_in_out {\n");
|
|
for (i = 0; i < element_count; ++i)
|
|
{
|
|
const char *interpolation_qualifiers = "";
|
|
if (needs_interpolation_qualifiers_for_shader_outputs(gl_info))
|
|
{
|
|
mode = wined3d_extract_interpolation_mode(interpolation_mode, i);
|
|
interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode);
|
|
}
|
|
shader_addline(buffer, " %svec4 reg%u;\n", interpolation_qualifiers, i);
|
|
}
|
|
shader_addline(buffer, "} shader_out;\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count);
|
|
}
|
|
}
|
|
|
|
static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
|
|
}
|
|
|
|
static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
|
|
{
|
|
switch (primitive_type)
|
|
{
|
|
case WINED3D_PT_POINTLIST:
|
|
return "points";
|
|
|
|
case WINED3D_PT_LINELIST:
|
|
return "lines";
|
|
|
|
case WINED3D_PT_LINESTRIP:
|
|
return "line_strip";
|
|
|
|
case WINED3D_PT_TRIANGLELIST:
|
|
return "triangles";
|
|
|
|
case WINED3D_PT_TRIANGLESTRIP:
|
|
return "triangle_strip";
|
|
|
|
case WINED3D_PT_LINELIST_ADJ:
|
|
return "lines_adjacency";
|
|
|
|
case WINED3D_PT_TRIANGLELIST_ADJ:
|
|
return "triangles_adjacency";
|
|
|
|
default:
|
|
FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
|
|
return "";
|
|
}
|
|
}
|
|
|
|
static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
|
|
{
|
|
const struct wined3d_shader_signature *input_signature = &shader->input_signature;
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
DWORD input_reg_used = shader->u.ps.input_reg_used;
|
|
unsigned int i;
|
|
|
|
if (reg_maps->shader_version.major < 3)
|
|
return input_reg_used & (1u << idx);
|
|
|
|
for (i = 0; i < input_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
|
|
|
|
if (!(reg_maps->input_registers & (1u << input->register_idx)))
|
|
continue;
|
|
|
|
if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
|
|
&& input->semantic_idx == idx)
|
|
return input_reg_used & (1u << input->register_idx);
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
|
|
const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
|
|
{
|
|
const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
|
|
|
|
if (version->major >= 4)
|
|
return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
|
|
else
|
|
return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
|
|
}
|
|
|
|
static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
|
|
unsigned int index)
|
|
{
|
|
shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
|
|
get_attribute_keyword(gl_info), vector_type, scalar_type, index);
|
|
shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
|
|
index, scalar_type, scalar_type, index);
|
|
}
|
|
|
|
static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
|
|
{
|
|
unsigned int index = e->register_idx;
|
|
enum wined3d_component_type type;
|
|
|
|
if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
|
|
{
|
|
shader_addline(buffer, "uniform int base_vertex_id;\n");
|
|
shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index);
|
|
return;
|
|
}
|
|
if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
|
|
{
|
|
shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
|
|
index);
|
|
return;
|
|
}
|
|
if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION)
|
|
FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic);
|
|
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "layout(location = %u) ", index);
|
|
|
|
type = e->component_type;
|
|
if ((unsigned int)type >= ARRAY_SIZE(component_type_info))
|
|
{
|
|
FIXME("Unhandled type %#x.\n", type);
|
|
type = WINED3D_TYPE_FLOAT;
|
|
}
|
|
if (type == WINED3D_TYPE_FLOAT || type == WINED3D_TYPE_UNKNOWN)
|
|
shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
|
|
else
|
|
shader_glsl_declare_typed_vertex_attribute(buffer, gl_info,
|
|
component_type_info[type].glsl_vector_type,
|
|
component_type_info[type].glsl_scalar_type, index);
|
|
}
|
|
|
|
/** Generate the variable & register declarations for the GLSL output target */
|
|
static void shader_generate_glsl_declarations(const struct wined3d_context *context,
|
|
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
|
|
const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
|
|
{
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
|
|
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_shader_indexable_temp *idx_temp_reg;
|
|
unsigned int uniform_block_base, uniform_block_count;
|
|
const struct wined3d_shader_lconst *lconst;
|
|
const char *prefix;
|
|
unsigned int i;
|
|
DWORD map;
|
|
|
|
if (wined3d_settings.strict_shader_math)
|
|
shader_addline(buffer, "#pragma optionNV(fastmath off)\n");
|
|
|
|
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 (vs_args->clip_enabled)
|
|
max_constantsF -= gl_info->limits.user_clip_distances;
|
|
max_constantsF -= wined3d_popcount(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 -= wined3d_popcount(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);
|
|
|
|
/* Declare immediate constant buffer */
|
|
if (reg_maps->icb)
|
|
shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
|
|
|
|
/* Declare constant buffers */
|
|
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, version->type,
|
|
&uniform_block_base, &uniform_block_count);
|
|
for (i = 0; i < min(uniform_block_count, WINED3D_MAX_CBS); ++i)
|
|
{
|
|
if (reg_maps->cb_sizes[i])
|
|
{
|
|
shader_addline(buffer, "layout(std140");
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
shader_addline(buffer, ", binding = %u", uniform_block_base + i);
|
|
shader_addline(buffer, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
|
|
prefix, i, prefix, i, reg_maps->cb_sizes[i]);
|
|
}
|
|
}
|
|
|
|
/* Declare texture samplers */
|
|
for (i = 0; i < reg_maps->sampler_map.count; ++i)
|
|
{
|
|
struct wined3d_shader_sampler_map_entry *entry;
|
|
const char *sampler_type_prefix, *sampler_type;
|
|
BOOL shadow_sampler, tex_rect;
|
|
|
|
entry = ®_maps->sampler_map.entries[i];
|
|
|
|
if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
|
|
{
|
|
ERR("Invalid resource index %u.\n", entry->resource_idx);
|
|
continue;
|
|
}
|
|
|
|
switch (reg_maps->resource_info[entry->resource_idx].data_type)
|
|
{
|
|
case WINED3D_DATA_FLOAT:
|
|
case WINED3D_DATA_UNORM:
|
|
case WINED3D_DATA_SNORM:
|
|
sampler_type_prefix = "";
|
|
break;
|
|
|
|
case WINED3D_DATA_INT:
|
|
sampler_type_prefix = "i";
|
|
break;
|
|
|
|
case WINED3D_DATA_UINT:
|
|
sampler_type_prefix = "u";
|
|
break;
|
|
|
|
default:
|
|
sampler_type_prefix = "";
|
|
ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
|
|
break;
|
|
}
|
|
|
|
shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
|
|
switch (reg_maps->resource_info[entry->resource_idx].type)
|
|
{
|
|
case WINED3D_SHADER_RESOURCE_BUFFER:
|
|
sampler_type = "samplerBuffer";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
|
|
if (shadow_sampler)
|
|
sampler_type = "sampler1DShadow";
|
|
else
|
|
sampler_type = "sampler1D";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
|
|
tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
|
|
&& (ps_args->np2_fixup & (1u << entry->resource_idx))
|
|
&& gl_info->supported[ARB_TEXTURE_RECTANGLE];
|
|
if (shadow_sampler)
|
|
{
|
|
if (tex_rect)
|
|
sampler_type = "sampler2DRectShadow";
|
|
else
|
|
sampler_type = "sampler2DShadow";
|
|
}
|
|
else
|
|
{
|
|
if (tex_rect)
|
|
sampler_type = "sampler2DRect";
|
|
else
|
|
sampler_type = "sampler2D";
|
|
}
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
|
|
if (shadow_sampler)
|
|
FIXME("Unsupported 3D shadow sampler.\n");
|
|
sampler_type = "sampler3D";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
|
|
if (shadow_sampler)
|
|
sampler_type = "samplerCubeShadow";
|
|
else
|
|
sampler_type = "samplerCube";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
|
|
if (shadow_sampler)
|
|
sampler_type = "sampler1DArrayShadow";
|
|
else
|
|
sampler_type = "sampler1DArray";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
|
|
if (shadow_sampler)
|
|
sampler_type = "sampler2DArrayShadow";
|
|
else
|
|
sampler_type = "sampler2DArray";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
|
|
if (shadow_sampler)
|
|
sampler_type = "samplerCubeArrayShadow";
|
|
else
|
|
sampler_type = "samplerCubeArray";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS:
|
|
sampler_type = "sampler2DMS";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY:
|
|
sampler_type = "sampler2DMSArray";
|
|
break;
|
|
|
|
default:
|
|
sampler_type = "unsupported_sampler";
|
|
FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
|
|
break;
|
|
}
|
|
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
shader_glsl_append_sampler_binding_qualifier(buffer, context, version, entry->bind_idx);
|
|
shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
|
|
sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
|
|
}
|
|
|
|
/* Declare images */
|
|
for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i)
|
|
{
|
|
const char *image_type_prefix, *image_type, *read_format;
|
|
|
|
if (!reg_maps->uav_resource_info[i].type)
|
|
continue;
|
|
|
|
switch (reg_maps->uav_resource_info[i].data_type)
|
|
{
|
|
case WINED3D_DATA_FLOAT:
|
|
case WINED3D_DATA_UNORM:
|
|
case WINED3D_DATA_SNORM:
|
|
image_type_prefix = "";
|
|
read_format = "r32f";
|
|
break;
|
|
|
|
case WINED3D_DATA_INT:
|
|
image_type_prefix = "i";
|
|
read_format = "r32i";
|
|
break;
|
|
|
|
case WINED3D_DATA_UINT:
|
|
image_type_prefix = "u";
|
|
read_format = "r32ui";
|
|
break;
|
|
|
|
default:
|
|
image_type_prefix = "";
|
|
read_format = "";
|
|
ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type);
|
|
break;
|
|
}
|
|
|
|
switch (reg_maps->uav_resource_info[i].type)
|
|
{
|
|
case WINED3D_SHADER_RESOURCE_BUFFER:
|
|
image_type = "imageBuffer";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
|
|
image_type = "image1D";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
|
|
image_type = "image2D";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
|
|
image_type = "image3D";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
|
|
image_type = "image1DArray";
|
|
break;
|
|
|
|
case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
|
|
image_type = "image2DArray";
|
|
break;
|
|
|
|
default:
|
|
image_type = "unsupported_image";
|
|
FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type);
|
|
break;
|
|
}
|
|
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
shader_addline(buffer, "layout(binding = %u)\n", i);
|
|
if (reg_maps->uav_read_mask & (1u << i))
|
|
shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n",
|
|
read_format, image_type_prefix, image_type, prefix, i);
|
|
else
|
|
shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n",
|
|
image_type_prefix, image_type, prefix, i);
|
|
|
|
if (reg_maps->uav_counter_mask & (1u << i))
|
|
shader_addline(buffer, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
|
|
i, prefix, i);
|
|
}
|
|
|
|
/* 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 output register temporaries */
|
|
if (shader->limits->packed_output)
|
|
shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
|
|
|
|
/* Declare temporary variables */
|
|
if (reg_maps->temporary_count)
|
|
{
|
|
for (i = 0; i < reg_maps->temporary_count; ++i)
|
|
shader_addline(buffer, "vec4 R%u;\n", i);
|
|
}
|
|
else if (version->major < 4)
|
|
{
|
|
for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
|
|
{
|
|
if (map & 1)
|
|
shader_addline(buffer, "vec4 R%u;\n", i);
|
|
}
|
|
}
|
|
|
|
/* Declare indexable temporary variables */
|
|
LIST_FOR_EACH_ENTRY(idx_temp_reg, ®_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
|
|
{
|
|
if (idx_temp_reg->component_count != 4)
|
|
FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
|
|
shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
|
|
}
|
|
|
|
/* 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");
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Prototypes */
|
|
static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *ctx,
|
|
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
|
|
enum wined3d_data_type data_type);
|
|
|
|
/** 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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer *register_name,
|
|
const char *glsl_variable, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
/* The ARB_shading_language_420pack extension allows swizzle operations on
|
|
* scalars. */
|
|
if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
|
|
string_buffer_sprintf(register_name, "%s", glsl_variable);
|
|
else
|
|
string_buffer_sprintf(register_name, "ivec2(%s, 0)", glsl_variable);
|
|
}
|
|
|
|
/** 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,
|
|
enum wined3d_data_type data_type, struct wined3d_string_buffer *register_name,
|
|
BOOL *is_swizzled, const struct wined3d_shader_context *ctx)
|
|
{
|
|
/* 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 = ctx->shader;
|
|
const struct wined3d_shader_reg_maps *reg_maps = ctx->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
const struct wined3d_gl_info *gl_info = ctx->gl_info;
|
|
const char *prefix = shader_glsl_get_prefix(version->type);
|
|
struct glsl_src_param rel_param0, rel_param1;
|
|
char imm_str[4][17];
|
|
|
|
if (reg->idx[0].offset != ~0u && reg->idx[0].rel_addr)
|
|
shader_glsl_add_src_param_ext(ctx, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0,
|
|
&rel_param0, reg->idx[0].rel_addr->reg.data_type);
|
|
if (reg->idx[1].offset != ~0u && reg->idx[1].rel_addr)
|
|
shader_glsl_add_src_param_ext(ctx, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0,
|
|
&rel_param1, reg->idx[1].rel_addr->reg.data_type);
|
|
if (is_swizzled)
|
|
*is_swizzled = FALSE;
|
|
|
|
switch (reg->type)
|
|
{
|
|
case WINED3DSPR_TEMP:
|
|
string_buffer_sprintf(register_name, "R%u", reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_INPUT:
|
|
case WINED3DSPR_INCONTROLPOINT:
|
|
if (version->type == WINED3D_SHADER_TYPE_VERTEX)
|
|
{
|
|
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
|
|
|
|
if (reg->idx[0].rel_addr)
|
|
FIXME("VS3 input registers relative addressing.\n");
|
|
if (is_swizzled && priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
|
|
*is_swizzled = TRUE;
|
|
if (reg->idx[0].rel_addr)
|
|
{
|
|
string_buffer_sprintf(register_name, "%s_in[%s + %u]",
|
|
prefix, rel_param0.param_str, reg->idx[0].offset);
|
|
}
|
|
else
|
|
{
|
|
string_buffer_sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (version->type == WINED3D_SHADER_TYPE_HULL
|
|
|| version->type == WINED3D_SHADER_TYPE_DOMAIN
|
|
|| version->type == WINED3D_SHADER_TYPE_GEOMETRY)
|
|
{
|
|
if (reg->idx[0].rel_addr)
|
|
{
|
|
if (reg->idx[1].rel_addr)
|
|
string_buffer_sprintf(register_name, "shader_in[%s + %u].reg[%s + %u]",
|
|
rel_param0.param_str, reg->idx[0].offset,
|
|
rel_param1.param_str, reg->idx[1].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "shader_in[%s + %u].reg[%u]",
|
|
rel_param0.param_str, reg->idx[0].offset,
|
|
reg->idx[1].offset);
|
|
}
|
|
else if (reg->idx[1].rel_addr)
|
|
string_buffer_sprintf(register_name, "shader_in[%u].reg[%s + %u]", reg->idx[0].offset,
|
|
rel_param1.param_str, reg->idx[1].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "shader_in[%u].reg[%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 (needs_legacy_glsl_syntax(gl_info)
|
|
&& shader->u.ps.declared_in_count > in_count)
|
|
{
|
|
string_buffer_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
|
|
{
|
|
string_buffer_sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (needs_legacy_glsl_syntax(gl_info)
|
|
&& shader->u.ps.declared_in_count > in_count)
|
|
{
|
|
string_buffer_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
|
|
{
|
|
string_buffer_sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (idx == in_count)
|
|
string_buffer_sprintf(register_name, "gl_Color");
|
|
else if (idx == in_count + 1)
|
|
string_buffer_sprintf(register_name, "gl_SecondaryColor");
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_in[%u]", prefix, idx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!reg->idx[0].offset)
|
|
string_buffer_sprintf(register_name, "ffp_varying_diffuse");
|
|
else
|
|
string_buffer_sprintf(register_name, "ffp_varying_specular");
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_CONST:
|
|
{
|
|
/* Relative addressing */
|
|
if (reg->idx[0].rel_addr)
|
|
{
|
|
if (wined3d_settings.check_float_constants)
|
|
string_buffer_sprintf(register_name,
|
|
"(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
|
|
rel_param0.param_str, reg->idx[0].offset,
|
|
rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
|
|
prefix, rel_param0.param_str, reg->idx[0].offset);
|
|
else if (reg->idx[0].offset)
|
|
string_buffer_sprintf(register_name, "%s_c[%s + %u]",
|
|
prefix, rel_param0.param_str, reg->idx[0].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
|
|
}
|
|
else
|
|
{
|
|
if (shader_constant_is_local(shader, reg->idx[0].offset))
|
|
string_buffer_sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_CONSTINT:
|
|
string_buffer_sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_CONSTBOOL:
|
|
string_buffer_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)
|
|
string_buffer_sprintf(register_name, "T%u", reg->idx[0].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "A%u", reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_LOOP:
|
|
string_buffer_sprintf(register_name, "aL%u", ctx->state->current_loop_reg - 1);
|
|
break;
|
|
|
|
case WINED3DSPR_SAMPLER:
|
|
string_buffer_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);
|
|
|
|
string_buffer_sprintf(register_name, "%s[%u]", get_fragment_output(gl_info), reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_RASTOUT:
|
|
string_buffer_sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
|
|
break;
|
|
|
|
case WINED3DSPR_DEPTHOUT:
|
|
case WINED3DSPR_DEPTHOUTGE:
|
|
case WINED3DSPR_DEPTHOUTLE:
|
|
string_buffer_sprintf(register_name, "gl_FragDepth");
|
|
break;
|
|
|
|
case WINED3DSPR_ATTROUT:
|
|
if (!reg->idx[0].offset)
|
|
string_buffer_sprintf(register_name, "%s_out[8]", prefix);
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_out[9]", prefix);
|
|
break;
|
|
|
|
case WINED3DSPR_TEXCRDOUT:
|
|
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
|
|
if (reg->idx[0].rel_addr)
|
|
string_buffer_sprintf(register_name, "%s_out[%s + %u]",
|
|
prefix, rel_param0.param_str, reg->idx[0].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_MISCTYPE:
|
|
if (!reg->idx[0].offset)
|
|
{
|
|
/* vPos */
|
|
string_buffer_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 */
|
|
string_buffer_sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
|
|
}
|
|
else
|
|
{
|
|
FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
|
|
string_buffer_sprintf(register_name, "unrecognized_register");
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_IMMCONST:
|
|
switch (reg->immconst_type)
|
|
{
|
|
case WINED3D_IMMCONST_SCALAR:
|
|
switch (data_type)
|
|
{
|
|
case WINED3D_DATA_UNORM:
|
|
case WINED3D_DATA_SNORM:
|
|
case WINED3D_DATA_FLOAT:
|
|
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
|
|
{
|
|
string_buffer_sprintf(register_name, "uintBitsToFloat(%#xu)", reg->u.immconst_data[0]);
|
|
}
|
|
else
|
|
{
|
|
wined3d_ftoa(*(const float *)reg->u.immconst_data, imm_str[0]);
|
|
string_buffer_sprintf(register_name, "%s", imm_str[0]);
|
|
}
|
|
break;
|
|
case WINED3D_DATA_INT:
|
|
string_buffer_sprintf(register_name, "%#x", reg->u.immconst_data[0]);
|
|
break;
|
|
case WINED3D_DATA_RESOURCE:
|
|
case WINED3D_DATA_SAMPLER:
|
|
case WINED3D_DATA_UINT:
|
|
string_buffer_sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
|
|
break;
|
|
default:
|
|
string_buffer_sprintf(register_name, "<unhandled data type %#x>", data_type);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case WINED3D_IMMCONST_VEC4:
|
|
switch (data_type)
|
|
{
|
|
case WINED3D_DATA_UNORM:
|
|
case WINED3D_DATA_SNORM:
|
|
case WINED3D_DATA_FLOAT:
|
|
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
|
|
{
|
|
string_buffer_sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
|
|
reg->u.immconst_data[0], reg->u.immconst_data[1],
|
|
reg->u.immconst_data[2], reg->u.immconst_data[3]);
|
|
}
|
|
else
|
|
{
|
|
wined3d_ftoa(*(const float *)®->u.immconst_data[0], imm_str[0]);
|
|
wined3d_ftoa(*(const float *)®->u.immconst_data[1], imm_str[1]);
|
|
wined3d_ftoa(*(const float *)®->u.immconst_data[2], imm_str[2]);
|
|
wined3d_ftoa(*(const float *)®->u.immconst_data[3], imm_str[3]);
|
|
string_buffer_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:
|
|
string_buffer_sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
|
|
reg->u.immconst_data[0], reg->u.immconst_data[1],
|
|
reg->u.immconst_data[2], reg->u.immconst_data[3]);
|
|
break;
|
|
case WINED3D_DATA_RESOURCE:
|
|
case WINED3D_DATA_SAMPLER:
|
|
case WINED3D_DATA_UINT:
|
|
string_buffer_sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
|
|
reg->u.immconst_data[0], reg->u.immconst_data[1],
|
|
reg->u.immconst_data[2], reg->u.immconst_data[3]);
|
|
break;
|
|
default:
|
|
string_buffer_sprintf(register_name, "<unhandled data type %#x>", data_type);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
|
|
string_buffer_sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_CONSTBUFFER:
|
|
if (reg->idx[1].rel_addr)
|
|
string_buffer_sprintf(register_name, "%s_cb%u[%s + %u]",
|
|
prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_IMMCONSTBUFFER:
|
|
if (reg->idx[0].rel_addr)
|
|
string_buffer_sprintf(register_name, "%s_icb[%s + %u]",
|
|
prefix, rel_param0.param_str, reg->idx[0].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_PRIMID:
|
|
if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
|
|
string_buffer_sprintf(register_name, "gl_PrimitiveIDIn");
|
|
else
|
|
string_buffer_sprintf(register_name, "gl_PrimitiveID");
|
|
break;
|
|
|
|
case WINED3DSPR_IDXTEMP:
|
|
if (reg->idx[1].rel_addr)
|
|
string_buffer_sprintf(register_name, "X%u[%s + %u]",
|
|
reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_LOCALTHREADINDEX:
|
|
shader_glsl_fixup_scalar_register_variable(register_name,
|
|
"int(gl_LocalInvocationIndex)", gl_info);
|
|
break;
|
|
|
|
case WINED3DSPR_GSINSTID:
|
|
case WINED3DSPR_OUTPOINTID:
|
|
shader_glsl_fixup_scalar_register_variable(register_name,
|
|
"gl_InvocationID", gl_info);
|
|
break;
|
|
|
|
case WINED3DSPR_THREADID:
|
|
string_buffer_sprintf(register_name, "ivec3(gl_GlobalInvocationID)");
|
|
break;
|
|
|
|
case WINED3DSPR_THREADGROUPID:
|
|
string_buffer_sprintf(register_name, "ivec3(gl_WorkGroupID)");
|
|
break;
|
|
|
|
case WINED3DSPR_LOCALTHREADID:
|
|
string_buffer_sprintf(register_name, "ivec3(gl_LocalInvocationID)");
|
|
break;
|
|
|
|
case WINED3DSPR_FORKINSTID:
|
|
case WINED3DSPR_JOININSTID:
|
|
shader_glsl_fixup_scalar_register_variable(register_name,
|
|
"phase_instance_id", gl_info);
|
|
break;
|
|
|
|
case WINED3DSPR_TESSCOORD:
|
|
string_buffer_sprintf(register_name, "gl_TessCoord");
|
|
break;
|
|
|
|
case WINED3DSPR_OUTCONTROLPOINT:
|
|
if (reg->idx[0].rel_addr)
|
|
{
|
|
if (reg->idx[1].rel_addr)
|
|
string_buffer_sprintf(register_name, "shader_out[%s + %u].reg[%s + %u]",
|
|
rel_param0.param_str, reg->idx[0].offset,
|
|
rel_param1.param_str, reg->idx[1].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "shader_out[%s + %u].reg[%u]",
|
|
rel_param0.param_str, reg->idx[0].offset,
|
|
reg->idx[1].offset);
|
|
}
|
|
else if (reg->idx[1].rel_addr)
|
|
{
|
|
string_buffer_sprintf(register_name, "shader_out[%u].reg[%s + %u]",
|
|
reg->idx[0].offset, rel_param1.param_str,
|
|
reg->idx[1].offset);
|
|
}
|
|
else
|
|
{
|
|
string_buffer_sprintf(register_name, "shader_out[%u].reg[%u]",
|
|
reg->idx[0].offset, reg->idx[1].offset);
|
|
}
|
|
break;
|
|
|
|
case WINED3DSPR_PATCHCONST:
|
|
if (version->type == WINED3D_SHADER_TYPE_HULL)
|
|
string_buffer_sprintf(register_name, "hs_out[%u]", reg->idx[0].offset);
|
|
else
|
|
string_buffer_sprintf(register_name, "vpc[%u]", reg->idx[0].offset);
|
|
break;
|
|
|
|
case WINED3DSPR_COVERAGE:
|
|
string_buffer_sprintf(register_name, "gl_SampleMaskIn[0]");
|
|
break;
|
|
|
|
case WINED3DSPR_SAMPLEMASK:
|
|
string_buffer_sprintf(register_name, "sample_mask");
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled register type %#x.\n", reg->type);
|
|
string_buffer_sprintf(register_name, "unrecognised_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 unsigned int shader_glsl_swizzle_get_component(DWORD swizzle,
|
|
unsigned int component_idx)
|
|
{
|
|
/* swizzle bits fields: wwzzyyxx */
|
|
return (swizzle >> (2 * component_idx)) & 0x3;
|
|
}
|
|
|
|
static void shader_glsl_swizzle_to_str(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";
|
|
unsigned int i;
|
|
|
|
*str++ = '.';
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
if (mask & (WINED3DSP_WRITEMASK_0 << i))
|
|
*str++ = swizzle_chars[shader_glsl_swizzle_get_component(swizzle, i)];
|
|
}
|
|
*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);
|
|
}
|
|
|
|
static void shader_glsl_sprintf_cast(struct wined3d_string_buffer *dst_param, const char *src_param,
|
|
enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type)
|
|
{
|
|
if (dst_data_type == src_data_type)
|
|
{
|
|
string_buffer_sprintf(dst_param, "%s", src_param);
|
|
return;
|
|
}
|
|
|
|
if (src_data_type == WINED3D_DATA_FLOAT)
|
|
{
|
|
switch (dst_data_type)
|
|
{
|
|
case WINED3D_DATA_INT:
|
|
string_buffer_sprintf(dst_param, "floatBitsToInt(%s)", src_param);
|
|
return;
|
|
case WINED3D_DATA_RESOURCE:
|
|
case WINED3D_DATA_SAMPLER:
|
|
case WINED3D_DATA_UINT:
|
|
string_buffer_sprintf(dst_param, "floatBitsToUint(%s)", src_param);
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT)
|
|
{
|
|
string_buffer_sprintf(dst_param, "uintBitsToFloat(%s)", src_param);
|
|
return;
|
|
}
|
|
|
|
if (src_data_type == WINED3D_DATA_INT && dst_data_type == WINED3D_DATA_FLOAT)
|
|
{
|
|
string_buffer_sprintf(dst_param, "intBitsToFloat(%s)", src_param);
|
|
return;
|
|
}
|
|
|
|
FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type);
|
|
string_buffer_sprintf(dst_param, "%s", src_param);
|
|
}
|
|
|
|
/* 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_ext(const struct wined3d_shader_context *ctx,
|
|
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
|
|
enum wined3d_data_type data_type)
|
|
{
|
|
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
|
|
struct wined3d_string_buffer *param_str = string_buffer_get(priv->string_buffers);
|
|
struct wined3d_string_buffer *reg_name = string_buffer_get(priv->string_buffers);
|
|
enum wined3d_data_type param_data_type;
|
|
BOOL is_color = FALSE;
|
|
char swizzle_str[6];
|
|
|
|
glsl_src->param_str[0] = '\0';
|
|
swizzle_str[0] = '\0';
|
|
|
|
shader_glsl_get_register_name(&wined3d_src->reg, data_type, reg_name, &is_color, ctx);
|
|
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
|
|
|
|
switch (wined3d_src->reg.type)
|
|
{
|
|
case WINED3DSPR_IMMCONST:
|
|
param_data_type = data_type;
|
|
break;
|
|
case WINED3DSPR_FORKINSTID:
|
|
case WINED3DSPR_GSINSTID:
|
|
case WINED3DSPR_JOININSTID:
|
|
case WINED3DSPR_LOCALTHREADID:
|
|
case WINED3DSPR_LOCALTHREADINDEX:
|
|
case WINED3DSPR_OUTPOINTID:
|
|
case WINED3DSPR_PRIMID:
|
|
case WINED3DSPR_THREADGROUPID:
|
|
case WINED3DSPR_THREADID:
|
|
param_data_type = WINED3D_DATA_INT;
|
|
break;
|
|
default:
|
|
param_data_type = WINED3D_DATA_FLOAT;
|
|
break;
|
|
}
|
|
|
|
shader_glsl_sprintf_cast(param_str, reg_name->buffer, data_type, param_data_type);
|
|
shader_glsl_gen_modifier(wined3d_src->modifiers, param_str->buffer, swizzle_str, glsl_src->param_str);
|
|
|
|
string_buffer_release(priv->string_buffers, reg_name);
|
|
string_buffer_release(priv->string_buffers, param_str);
|
|
}
|
|
|
|
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)
|
|
{
|
|
shader_glsl_add_src_param_ext(ins->ctx, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type);
|
|
}
|
|
|
|
/* 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)
|
|
{
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct wined3d_string_buffer *reg_name;
|
|
size_t len;
|
|
|
|
glsl_dst->mask_str[0] = '\0';
|
|
|
|
reg_name = string_buffer_get(priv->string_buffers);
|
|
shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type, reg_name, NULL, ins->ctx);
|
|
len = min(reg_name->content_size, ARRAY_SIZE(glsl_dst->reg_name) - 1);
|
|
memcpy(glsl_dst->reg_name, reg_name->buffer, len);
|
|
glsl_dst->reg_name[len] = '\0';
|
|
string_buffer_release(priv->string_buffers, reg_name);
|
|
|
|
return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
|
|
}
|
|
|
|
/* Append the destination part of the instruction to the buffer, return the effective write mask */
|
|
static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
|
|
enum wined3d_data_type data_type)
|
|
{
|
|
struct glsl_dst_param glsl_dst;
|
|
DWORD mask;
|
|
|
|
if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
|
|
{
|
|
switch (data_type)
|
|
{
|
|
case WINED3D_DATA_FLOAT:
|
|
shader_addline(buffer, "%s%s = %s(",
|
|
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
|
|
break;
|
|
case WINED3D_DATA_INT:
|
|
shader_addline(buffer, "%s%s = %sintBitsToFloat(",
|
|
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
|
|
break;
|
|
case WINED3D_DATA_RESOURCE:
|
|
case WINED3D_DATA_SAMPLER:
|
|
case WINED3D_DATA_UINT:
|
|
shader_addline(buffer, "%s%s = %suintBitsToFloat(",
|
|
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
|
|
break;
|
|
default:
|
|
FIXME("Unhandled data type %#x.\n", data_type);
|
|
shader_addline(buffer, "%s%s = %s(",
|
|
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
/* Append the destination part of the instruction to the buffer, return the effective write mask */
|
|
static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
|
|
{
|
|
return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
|
|
}
|
|
|
|
/** Process GLSL instruction modifiers */
|
|
static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_dst_param dst_param;
|
|
DWORD modifiers;
|
|
|
|
if (!ins->dst_count) return;
|
|
|
|
modifiers = ins->dst[0].modifiers;
|
|
if (!modifiers) return;
|
|
|
|
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
|
|
|
if (modifiers & WINED3DSPDM_SATURATE)
|
|
{
|
|
/* _SAT means to clamp the value of the register to between 0 and 1 */
|
|
shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
|
|
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
|
|
}
|
|
|
|
if (modifiers & WINED3DSPDM_MSAMPCENTROID)
|
|
{
|
|
FIXME("_centroid modifier not handled\n");
|
|
}
|
|
|
|
if (modifiers & WINED3DSPDM_PARTIALPRECISION)
|
|
{
|
|
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
|
|
}
|
|
}
|
|
|
|
static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
|
|
{
|
|
switch (op)
|
|
{
|
|
case WINED3D_SHADER_REL_OP_GT: return ">";
|
|
case WINED3D_SHADER_REL_OP_EQ: return "==";
|
|
case WINED3D_SHADER_REL_OP_GE: return ">=";
|
|
case WINED3D_SHADER_REL_OP_LT: return "<";
|
|
case WINED3D_SHADER_REL_OP_NE: return "!=";
|
|
case WINED3D_SHADER_REL_OP_LE: return "<=";
|
|
default:
|
|
FIXME("Unrecognized operator %#x.\n", op);
|
|
return "(\?\?)";
|
|
}
|
|
}
|
|
|
|
static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
|
|
}
|
|
|
|
static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type,
|
|
unsigned int *coord_size, unsigned int *deriv_size)
|
|
{
|
|
const BOOL is_array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
|
|
|| resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
|
|
|
|
*coord_size = resource_type_info[resource_type].coord_size;
|
|
*deriv_size = *coord_size;
|
|
if (is_array)
|
|
--(*deriv_size);
|
|
}
|
|
|
|
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
|
|
DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
|
|
{
|
|
enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
|
|
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
|
|
const struct wined3d_gl_info *gl_info = ctx->gl_info;
|
|
BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
|
|
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
|
|
BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
|
|
&& priv->cur_ps_args->np2_fixup & (1u << resource_idx)
|
|
&& gl_info->supported[ARB_TEXTURE_RECTANGLE];
|
|
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
|
|
BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
|
|
BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
|
|
const char *base = "texture", *type_part = "", *suffix = "";
|
|
unsigned int coord_size, deriv_size;
|
|
|
|
sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
|
|
|
|
if (resource_type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_type);
|
|
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
}
|
|
|
|
/* Note that there's no such thing as a projected cube texture. */
|
|
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
|
|
projected = FALSE;
|
|
|
|
if (needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
if (shadow)
|
|
base = "shadow";
|
|
|
|
type_part = resource_type_info[resource_type].type_part;
|
|
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
|
|
type_part = "2DRect";
|
|
if (!type_part[0] && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY)
|
|
FIXME("Unhandled resource type %#x.\n", resource_type);
|
|
|
|
if (!lod && grad && !shader_glsl_has_core_grad(gl_info))
|
|
{
|
|
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
suffix = "ARB";
|
|
else
|
|
FIXME("Unsupported grad function.\n");
|
|
}
|
|
}
|
|
|
|
if (flags & WINED3D_GLSL_SAMPLE_LOAD)
|
|
{
|
|
static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
|
|
if (flags & ~texel_fetch_flags)
|
|
ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
|
|
|
|
base = "texelFetch";
|
|
type_part = "";
|
|
}
|
|
|
|
sample_function->name = string_buffer_get(priv->string_buffers);
|
|
string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
|
|
lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
|
|
|
|
shader_glsl_get_coord_size(resource_type, &coord_size, &deriv_size);
|
|
if (shadow)
|
|
++coord_size;
|
|
sample_function->offset_size = offset ? deriv_size : 0;
|
|
sample_function->coord_mask = (1u << coord_size) - 1;
|
|
sample_function->deriv_mask = (1u << deriv_size) - 1;
|
|
sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
|
|
}
|
|
|
|
static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
|
|
struct glsl_sample_function *sample_function)
|
|
{
|
|
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
|
|
|
|
string_buffer_release(priv->string_buffers, sample_function->name);
|
|
}
|
|
|
|
static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
|
|
BOOL sign_fixup, enum fixup_channel_source channel_source)
|
|
{
|
|
switch(channel_source)
|
|
{
|
|
case CHANNEL_SOURCE_ZERO:
|
|
strcat(arguments, "0.0");
|
|
break;
|
|
|
|
case CHANNEL_SOURCE_ONE:
|
|
strcat(arguments, "1.0");
|
|
break;
|
|
|
|
case CHANNEL_SOURCE_X:
|
|
strcat(arguments, reg_name);
|
|
strcat(arguments, ".x");
|
|
break;
|
|
|
|
case CHANNEL_SOURCE_Y:
|
|
strcat(arguments, reg_name);
|
|
strcat(arguments, ".y");
|
|
break;
|
|
|
|
case CHANNEL_SOURCE_Z:
|
|
strcat(arguments, reg_name);
|
|
strcat(arguments, ".z");
|
|
break;
|
|
|
|
case CHANNEL_SOURCE_W:
|
|
strcat(arguments, reg_name);
|
|
strcat(arguments, ".w");
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled channel source %#x\n", channel_source);
|
|
strcat(arguments, "undefined");
|
|
break;
|
|
}
|
|
|
|
if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
|
|
}
|
|
|
|
static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
|
|
const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
|
|
{
|
|
unsigned int mask_size, remaining;
|
|
DWORD fixup_mask = 0;
|
|
char arguments[256];
|
|
char mask_str[6];
|
|
|
|
if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
|
|
if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
|
|
if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
|
|
if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
|
|
if (!(mask &= fixup_mask))
|
|
return;
|
|
|
|
if (is_complex_fixup(fixup))
|
|
{
|
|
enum complex_fixup complex_fixup = get_complex_fixup(fixup);
|
|
FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
|
|
return;
|
|
}
|
|
|
|
shader_glsl_write_mask_to_str(mask, mask_str);
|
|
mask_size = shader_glsl_get_write_mask_size(mask);
|
|
|
|
arguments[0] = '\0';
|
|
remaining = mask_size;
|
|
if (mask & WINED3DSP_WRITEMASK_0)
|
|
{
|
|
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
|
|
if (--remaining) strcat(arguments, ", ");
|
|
}
|
|
if (mask & WINED3DSP_WRITEMASK_1)
|
|
{
|
|
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
|
|
if (--remaining) strcat(arguments, ", ");
|
|
}
|
|
if (mask & WINED3DSP_WRITEMASK_2)
|
|
{
|
|
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
|
|
if (--remaining) strcat(arguments, ", ");
|
|
}
|
|
if (mask & WINED3DSP_WRITEMASK_3)
|
|
{
|
|
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
|
|
if (--remaining) strcat(arguments, ", ");
|
|
}
|
|
|
|
if (mask_size > 1)
|
|
shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
|
|
else
|
|
shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
|
|
}
|
|
|
|
static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
|
|
{
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct wined3d_string_buffer *reg_name;
|
|
|
|
reg_name = string_buffer_get(priv->string_buffers);
|
|
shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, NULL, ins->ctx);
|
|
shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name->buffer, ins->dst[0].write_mask, fixup);
|
|
string_buffer_release(priv->string_buffers, reg_name);
|
|
}
|
|
|
|
static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
|
|
unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
|
|
const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
|
|
const char *coord_reg_fmt, ...)
|
|
{
|
|
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
|
|
char dst_swizzle[6];
|
|
struct color_fixup_desc fixup;
|
|
BOOL np2_fixup = FALSE;
|
|
va_list args;
|
|
int ret;
|
|
|
|
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
|
|
|
|
/* If ARB_texture_swizzle is supported we don't need to do anything here.
|
|
* We actually rely on it for vertex shaders and SM4+. */
|
|
if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
|
|
{
|
|
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
|
|
|
|
if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
|
|
np2_fixup = TRUE;
|
|
}
|
|
else
|
|
{
|
|
fixup = COLOR_FIXUP_IDENTITY;
|
|
}
|
|
|
|
shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
|
|
|
|
if (sample_function->output_single_component)
|
|
shader_addline(ins->ctx->buffer, "vec4(");
|
|
|
|
shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
|
|
sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
|
|
|
|
for (;;)
|
|
{
|
|
va_start(args, coord_reg_fmt);
|
|
ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
|
|
va_end(args);
|
|
if (!ret)
|
|
break;
|
|
if (!string_buffer_resize(ins->ctx->buffer, ret))
|
|
break;
|
|
}
|
|
|
|
if (np2_fixup)
|
|
{
|
|
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
|
|
|
|
switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
|
|
{
|
|
case 1:
|
|
shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
|
|
idx >> 1, (idx % 2) ? "z" : "x");
|
|
break;
|
|
case 2:
|
|
shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
|
|
idx >> 1, (idx % 2) ? "zw" : "xy");
|
|
break;
|
|
case 3:
|
|
shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
|
|
idx >> 1, (idx % 2) ? "zw" : "xy");
|
|
break;
|
|
case 4:
|
|
shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
|
|
idx >> 1, (idx % 2) ? "zw" : "xy");
|
|
break;
|
|
}
|
|
}
|
|
if (dx && dy)
|
|
shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
|
|
else if (bias)
|
|
shader_addline(ins->ctx->buffer, ", %s", bias);
|
|
if (sample_function->offset_size)
|
|
{
|
|
int offset_immdata[4] = {offset->u, offset->v, offset->w};
|
|
shader_addline(ins->ctx->buffer, ", ");
|
|
shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
|
|
}
|
|
shader_addline(ins->ctx->buffer, ")");
|
|
|
|
if (sample_function->output_single_component)
|
|
shader_addline(ins->ctx->buffer, ")");
|
|
|
|
shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
|
|
|
|
if (!is_identity_fixup(fixup))
|
|
shader_glsl_color_correction(ins, fixup);
|
|
}
|
|
|
|
static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer, BOOL use_viewport_index)
|
|
{
|
|
/* 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
|
|
* pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
|
|
* upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
|
|
* a MAD. */
|
|
if (use_viewport_index)
|
|
{
|
|
shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
|
|
shader_addline(buffer, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
|
|
shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
|
|
}
|
|
|
|
/* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
|
|
* in utils.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");
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* Begin processing individual instruction opcodes
|
|
****************************************************************************/
|
|
|
|
static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
DWORD write_mask;
|
|
const char *op;
|
|
|
|
/* Determine the GLSL operator to use based on the opcode */
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_ADD: op = "+"; break;
|
|
case WINED3DSIH_AND: op = "&"; break;
|
|
case WINED3DSIH_DIV: op = "/"; break;
|
|
case WINED3DSIH_IADD: op = "+"; break;
|
|
case WINED3DSIH_ISHL: op = "<<"; break;
|
|
case WINED3DSIH_ISHR: op = ">>"; break;
|
|
case WINED3DSIH_MUL: op = "*"; break;
|
|
case WINED3DSIH_OR: op = "|"; break;
|
|
case WINED3DSIH_SUB: op = "-"; break;
|
|
case WINED3DSIH_USHR: op = ">>"; break;
|
|
case WINED3DSIH_XOR: op = "^"; break;
|
|
default:
|
|
op = "<unhandled operator>";
|
|
FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
|
|
break;
|
|
}
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
unsigned int mask_size;
|
|
DWORD write_mask;
|
|
const char *op;
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
|
|
if (mask_size > 1)
|
|
{
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_EQ: op = "equal"; break;
|
|
case WINED3DSIH_IEQ: op = "equal"; break;
|
|
case WINED3DSIH_GE: op = "greaterThanEqual"; break;
|
|
case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
|
|
case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
|
|
case WINED3DSIH_LT: op = "lessThan"; break;
|
|
case WINED3DSIH_ILT: op = "lessThan"; break;
|
|
case WINED3DSIH_ULT: op = "lessThan"; break;
|
|
case WINED3DSIH_NE: op = "notEqual"; break;
|
|
case WINED3DSIH_INE: op = "notEqual"; 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_IEQ: op = "=="; break;
|
|
case WINED3DSIH_GE: op = ">="; break;
|
|
case WINED3DSIH_IGE: op = ">="; break;
|
|
case WINED3DSIH_UGE: op = ">="; break;
|
|
case WINED3DSIH_LT: op = "<"; break;
|
|
case WINED3DSIH_ILT: op = "<"; break;
|
|
case WINED3DSIH_ULT: op = "<"; break;
|
|
case WINED3DSIH_NE: op = "!="; break;
|
|
case WINED3DSIH_INE: 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_unary_op(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src_param;
|
|
DWORD write_mask;
|
|
const char *op;
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_INEG: op = "-"; break;
|
|
case WINED3DSIH_NOT: op = "~"; break;
|
|
default:
|
|
op = "<unhandled operator>";
|
|
ERR("Unhandled opcode %s.\n",
|
|
debug_d3dshaderinstructionhandler(ins->handler_idx));
|
|
break;
|
|
}
|
|
|
|
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
|
|
shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_mul_extended(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
DWORD write_mask;
|
|
|
|
/* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
|
|
* If not, we can emulate it. */
|
|
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
|
|
FIXME("64-bit integer multiplies not implemented.\n");
|
|
|
|
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "%s * %s);\n",
|
|
src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param, src1_param;
|
|
DWORD write_mask;
|
|
|
|
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
char dst_mask[6];
|
|
|
|
write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
|
|
dst_mask, src0_param.param_str, src1_param.param_str);
|
|
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
|
|
|
|
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
|
|
shader_addline(buffer, "tmp0%s);\n", dst_mask);
|
|
}
|
|
else
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
|
|
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
|
|
/* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
|
|
* shader versions WINED3DSIO_MOVA is used for this. */
|
|
if (ins->ctx->reg_maps->shader_version.major == 1
|
|
&& ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
|
|
&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
|
|
{
|
|
/* This is a simple floor() */
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
if (mask_size > 1) {
|
|
shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
|
|
}
|
|
}
|
|
else if (ins->handler_idx == WINED3DSIH_MOVA)
|
|
{
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
|
|
if (shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4])
|
|
{
|
|
if (mask_size > 1)
|
|
shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
|
|
else
|
|
shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
|
|
}
|
|
else
|
|
{
|
|
if (mask_size > 1)
|
|
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
|
|
mask_size, src0_param.param_str, mask_size, src0_param.param_str);
|
|
else
|
|
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
|
|
src0_param.param_str, src0_param.param_str);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "%s);\n", src0_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
|
|
static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
DWORD dst_write_mask, src_write_mask;
|
|
unsigned int dst_size;
|
|
|
|
dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
|
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
|
|
|
/* dp4 works on vec4, dp3 on vec3, etc. */
|
|
if (ins->handler_idx == WINED3DSIH_DP4)
|
|
src_write_mask = WINED3DSP_WRITEMASK_ALL;
|
|
else if (ins->handler_idx == WINED3DSIH_DP3)
|
|
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
else
|
|
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
|
|
|
|
if (dst_size > 1) {
|
|
shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
|
|
} else {
|
|
shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* Note that this instruction has some restrictions. The destination write mask
|
|
* can't contain the w component, and the source swizzles have to be .xyzw */
|
|
static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
|
|
shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
|
|
}
|
|
|
|
static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset;
|
|
|
|
if (!stream)
|
|
shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
|
|
else
|
|
FIXME("Unhandled primitive stream %u.\n", stream);
|
|
}
|
|
|
|
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
|
|
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
|
|
* GLSL uses the value as-is. */
|
|
static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
DWORD dst_write_mask;
|
|
unsigned int dst_size;
|
|
|
|
dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
|
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
|
|
|
|
if (dst_size > 1)
|
|
{
|
|
shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
|
|
dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
|
|
src1_param.param_str, src0_param.param_str, src1_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
|
|
static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src_param;
|
|
const char *instruction;
|
|
DWORD write_mask;
|
|
unsigned i;
|
|
|
|
/* Determine the GLSL function to use based on the opcode */
|
|
/* TODO: Possibly make this a table for faster lookups */
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_ABS: instruction = "abs"; break;
|
|
case WINED3DSIH_BFREV: instruction = "bitfieldReverse"; break;
|
|
case WINED3DSIH_COUNTBITS: instruction = "bitCount"; break;
|
|
case WINED3DSIH_DSX: instruction = "dFdx"; break;
|
|
case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
|
|
case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
|
|
case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
|
|
case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
|
|
case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
|
|
case WINED3DSIH_FIRSTBIT_HI: instruction = "findMSB"; break;
|
|
case WINED3DSIH_FIRSTBIT_LO: instruction = "findLSB"; break;
|
|
case WINED3DSIH_FIRSTBIT_SHI: instruction = "findMSB"; break;
|
|
case WINED3DSIH_FRC: instruction = "fract"; break;
|
|
case WINED3DSIH_IMAX: instruction = "max"; break;
|
|
case WINED3DSIH_IMIN: instruction = "min"; break;
|
|
case WINED3DSIH_MAX: instruction = "max"; break;
|
|
case WINED3DSIH_MIN: instruction = "min"; break;
|
|
case WINED3DSIH_ROUND_NE: instruction = "roundEven"; break;
|
|
case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
|
|
case WINED3DSIH_ROUND_PI: instruction = "ceil"; break;
|
|
case WINED3DSIH_ROUND_Z: instruction = "trunc"; break;
|
|
case WINED3DSIH_SQRT: instruction = "sqrt"; break;
|
|
case WINED3DSIH_UMAX: instruction = "max"; break;
|
|
case WINED3DSIH_UMIN: instruction = "min"; break;
|
|
default: instruction = "";
|
|
ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
|
|
break;
|
|
}
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
|
|
/* In D3D bits are numbered from the most significant bit. */
|
|
if (ins->handler_idx == WINED3DSIH_FIRSTBIT_HI || ins->handler_idx == WINED3DSIH_FIRSTBIT_SHI)
|
|
shader_addline(buffer, "31 - ");
|
|
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_float16(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_shader_dst_param dst;
|
|
struct glsl_src_param src;
|
|
DWORD write_mask;
|
|
const char *fmt;
|
|
unsigned int i;
|
|
|
|
fmt = ins->handler_idx == WINED3DSIH_F16TOF32
|
|
? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
|
|
|
|
dst = ins->dst[0];
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
|
|
if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins,
|
|
&dst, dst.reg.data_type)))
|
|
continue;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src);
|
|
shader_addline(ins->ctx->buffer, fmt, src.param_str);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct wined3d_shader_dst_param dst;
|
|
struct glsl_src_param src[4];
|
|
const char *instruction;
|
|
BOOL tmp_dst = FALSE;
|
|
char mask_char[6];
|
|
unsigned int i, j;
|
|
DWORD write_mask;
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_BFI: instruction = "bitfieldInsert"; break;
|
|
case WINED3DSIH_IBFE: instruction = "bitfieldExtract"; break;
|
|
case WINED3DSIH_UBFE: instruction = "bitfieldExtract"; break;
|
|
default:
|
|
ERR("Unhandled opcode %#x.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < ins->src_count; ++i)
|
|
{
|
|
if (ins->dst[0].reg.idx[0].offset == ins->src[i].reg.idx[0].offset
|
|
&& ins->dst[0].reg.type == ins->src[i].reg.type)
|
|
tmp_dst = TRUE;
|
|
}
|
|
|
|
dst = ins->dst[0];
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
|
|
if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
|
|
shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char,
|
|
dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint");
|
|
else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, dst.reg.data_type)))
|
|
continue;
|
|
|
|
for (j = 0; j < ins->src_count; ++j)
|
|
shader_glsl_add_src_param(ins, &ins->src[j], write_mask, &src[j]);
|
|
shader_addline(buffer, "%s(", instruction);
|
|
for (j = 0; j < ins->src_count - 2; ++j)
|
|
shader_addline(buffer, "%s, ", src[ins->src_count - j - 1].param_str);
|
|
shader_addline(buffer, "%s & 0x1f, %s & 0x1f));\n", src[1].param_str, src[0].param_str);
|
|
}
|
|
|
|
if (tmp_dst)
|
|
{
|
|
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
|
|
shader_glsl_get_write_mask(&ins->dst[0], mask_char);
|
|
shader_addline(buffer, "tmp0%s);\n", mask_char);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
|
|
|
|
static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src_param;
|
|
unsigned int mask_size;
|
|
DWORD write_mask;
|
|
char dst_mask[6];
|
|
|
|
write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
|
|
|
|
shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
|
|
src_param.param_str, src_param.param_str);
|
|
shader_glsl_append_dst(buffer, ins);
|
|
|
|
if (mask_size > 1)
|
|
{
|
|
shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
|
|
mask_size, src_param.param_str);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
|
|
src_param.param_str);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
|
ins->ctx->reg_maps->shader_version.minor);
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
const char *prefix, *suffix;
|
|
unsigned int dst_size;
|
|
DWORD dst_write_mask;
|
|
|
|
dst_write_mask = shader_glsl_append_dst(buffer, ins);
|
|
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
|
|
|
|
if (shader_version < WINED3D_SHADER_VERSION(4, 0))
|
|
dst_write_mask = WINED3DSP_WRITEMASK_3;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &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_version < WINED3D_SHADER_VERSION(4, 0))
|
|
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_cast(const struct wined3d_shader_instruction *ins,
|
|
const char *vector_constructor, const char *scalar_constructor)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src_param;
|
|
unsigned int mask_size;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
|
|
|
|
if (mask_size > 1)
|
|
shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
|
|
else
|
|
shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_cast(ins, "ivec", "int");
|
|
}
|
|
|
|
static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_cast(ins, "uvec", "uint");
|
|
}
|
|
|
|
static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_cast(ins, "vec", "float");
|
|
}
|
|
|
|
/** 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 %s.\n", debug_d3dshaderinstructionhandler(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 %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct wined3d_shader_dst_param dst[2];
|
|
struct glsl_src_param src[3];
|
|
unsigned int i, j, k;
|
|
char mask_char[6];
|
|
DWORD write_mask;
|
|
BOOL tmp_dst[2];
|
|
|
|
for (i = 0; i < ins->dst_count; ++i)
|
|
{
|
|
tmp_dst[i] = FALSE;
|
|
for (j = 0; j < ins->src_count; ++j)
|
|
{
|
|
if (ins->dst[i].reg.idx[0].offset == ins->src[j].reg.idx[0].offset
|
|
&& ins->dst[i].reg.type == ins->src[j].reg.type)
|
|
tmp_dst[i] = TRUE;
|
|
}
|
|
}
|
|
|
|
dst[0] = ins->dst[0];
|
|
dst[1] = ins->dst[1];
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < ARRAY_SIZE(dst); ++j)
|
|
{
|
|
dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i);
|
|
if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char)))
|
|
shader_addline(buffer, "tmp%u%s = (", j, mask_char);
|
|
else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], dst[j].reg.data_type)))
|
|
continue;
|
|
|
|
for (k = 0; k < ARRAY_SIZE(src); ++k)
|
|
shader_glsl_add_src_param(ins, &ins->src[k], write_mask, &src[k]);
|
|
|
|
shader_addline(buffer, "%sbool(%s) ? %s : %s);\n", !j ? "!" : "",
|
|
src[0].param_str, src[1].param_str, src[2].param_str);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < ARRAY_SIZE(tmp_dst); ++i)
|
|
{
|
|
if (tmp_dst[i])
|
|
{
|
|
shader_glsl_get_write_mask(&ins->dst[i], mask_char);
|
|
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], ins->dst[i].reg.data_type);
|
|
shader_addline(buffer, "tmp%u%s);\n", i, mask_char);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (shader_glsl_swizzle_get_component(ins->src[0].swizzle, j) == i)
|
|
{
|
|
write_mask |= WINED3DSP_WRITEMASK_0 << j;
|
|
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
|
|
}
|
|
}
|
|
dst.write_mask = ins->dst[0].write_mask & write_mask;
|
|
|
|
if (temp_destination)
|
|
{
|
|
if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
|
|
continue;
|
|
shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
|
|
}
|
|
else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
|
|
continue;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
|
|
condition_prefix, src0_param.param_str, condition_suffix,
|
|
src1_param.param_str, src2_param.param_str);
|
|
}
|
|
|
|
if (temp_destination)
|
|
{
|
|
shader_glsl_get_write_mask(&ins->dst[0], mask_char);
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
|
|
}
|
|
}
|
|
|
|
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
|
|
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
|
|
* the compare is done per component of src0. */
|
|
static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
struct glsl_src_param src2_param;
|
|
DWORD write_mask;
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
|
ins->ctx->reg_maps->shader_version.minor);
|
|
|
|
if (shader_version < WINED3D_SHADER_VERSION(1, 4))
|
|
{
|
|
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
|
|
|
if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
|
|
shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
|
|
else
|
|
shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
return;
|
|
}
|
|
|
|
shader_glsl_conditional_move(ins);
|
|
}
|
|
|
|
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
|
|
static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
struct glsl_src_param src2_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
|
shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
|
|
/* Handles transforming all WINED3DSIO_M?x? opcodes for
|
|
Vertex shaders to GLSL codes */
|
|
static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
int i;
|
|
int nComponents = 0;
|
|
struct wined3d_shader_dst_param tmp_dst = {{0}};
|
|
struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
|
|
struct wined3d_shader_instruction tmp_ins;
|
|
|
|
memset(&tmp_ins, 0, sizeof(tmp_ins));
|
|
|
|
/* Set constants for the temporary argument */
|
|
tmp_ins.ctx = ins->ctx;
|
|
tmp_ins.dst_count = 1;
|
|
tmp_ins.dst = &tmp_dst;
|
|
tmp_ins.src_count = 2;
|
|
tmp_ins.src = tmp_src;
|
|
|
|
switch(ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_M4x4:
|
|
nComponents = 4;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP4;
|
|
break;
|
|
case WINED3DSIH_M4x3:
|
|
nComponents = 3;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP4;
|
|
break;
|
|
case WINED3DSIH_M3x4:
|
|
nComponents = 4;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP3;
|
|
break;
|
|
case WINED3DSIH_M3x3:
|
|
nComponents = 3;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP3;
|
|
break;
|
|
case WINED3DSIH_M3x2:
|
|
nComponents = 2;
|
|
tmp_ins.handler_idx = WINED3DSIH_DP3;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
tmp_dst = ins->dst[0];
|
|
tmp_src[0] = ins->src[0];
|
|
tmp_src[1] = ins->src[1];
|
|
for (i = 0; i < nComponents; ++i)
|
|
{
|
|
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
|
|
shader_glsl_dot(&tmp_ins);
|
|
++tmp_src[1].reg.idx[0].offset;
|
|
}
|
|
}
|
|
|
|
/**
|
|
The LRP instruction performs a component-wise linear interpolation
|
|
between the second and third operands using the first operand as the
|
|
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
|
|
This is equivalent to mix(src2, src1, src0);
|
|
*/
|
|
static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
struct glsl_src_param src2_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
|
|
src2_param.param_str, src1_param.param_str, src0_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_LIT instruction in GLSL:
|
|
* dst.x = dst.w = 1.0
|
|
* dst.y = (src0.x > 0) ? src0.x
|
|
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
|
|
* where src.w is clamped at +- 128
|
|
*/
|
|
static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
struct glsl_src_param src3_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
|
|
|
|
/* The sdk specifies the instruction like this
|
|
* dst.x = 1.0;
|
|
* if(src.x > 0.0) dst.y = src.x
|
|
* else dst.y = 0.0.
|
|
* if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
|
|
* else dst.z = 0.0;
|
|
* dst.w = 1.0;
|
|
* (where power = src.w clamped between -128 and 128)
|
|
*
|
|
* Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
|
|
* dst.x = 1.0 ... No further explanation needed
|
|
* dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
|
|
* dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
|
|
* dst.w = 1.0. ... Nothing fancy.
|
|
*
|
|
* So we still have one conditional in there. So do this:
|
|
* dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
|
|
*
|
|
* step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
|
|
* which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
|
|
* if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
|
|
*
|
|
* Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
|
|
* a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
|
|
* what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
|
|
*/
|
|
shader_addline(ins->ctx->buffer,
|
|
"vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
|
|
"pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
|
|
src0_param.param_str, src3_param.param_str, src1_param.param_str,
|
|
src0_param.param_str, src3_param.param_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DST instruction in GLSL:
|
|
* dst.x = 1.0
|
|
* dst.y = src0.x * src0.y
|
|
* dst.z = src0.z
|
|
* dst.w = src1.w
|
|
*/
|
|
static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0y_param;
|
|
struct glsl_src_param src0z_param;
|
|
struct glsl_src_param src1y_param;
|
|
struct glsl_src_param src1w_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
|
|
src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
|
|
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
|
|
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
|
|
*
|
|
* dst.x = cos(src0.?)
|
|
* dst.y = sin(src0.?)
|
|
* dst.z = dst.z
|
|
* dst.w = dst.w
|
|
*/
|
|
static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
DWORD write_mask;
|
|
|
|
if (ins->ctx->reg_maps->shader_version.major < 4)
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
switch (write_mask)
|
|
{
|
|
case WINED3DSP_WRITEMASK_0:
|
|
shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
|
|
break;
|
|
|
|
case WINED3DSP_WRITEMASK_1:
|
|
shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
|
|
break;
|
|
|
|
case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
|
|
shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
|
|
src0_param.param_str, src0_param.param_str);
|
|
break;
|
|
|
|
default:
|
|
ERR("Write mask should be .x, .y or .xy\n");
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
|
|
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
char dst_mask[6];
|
|
|
|
write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
|
|
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
|
|
|
|
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
|
|
shader_addline(buffer, "tmp0%s);\n", dst_mask);
|
|
}
|
|
else
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
|
|
}
|
|
}
|
|
else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
|
|
{
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
|
|
}
|
|
}
|
|
|
|
/* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
|
|
* here. But those extra parameters require a dedicated function for sgn, since map2gl would
|
|
* generate invalid code
|
|
*/
|
|
static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_LOOP instruction in GLSL:
|
|
* Start a for() loop where src1.y is the initial value of aL,
|
|
* increment aL by src1.z for a total of src1.x iterations.
|
|
* Need to use a temporary variable for this operation.
|
|
*/
|
|
/* FIXME: I don't think nested loops will work correctly this way. */
|
|
static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_shader_parser_state *state = ins->ctx->state;
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
const struct wined3d_shader *shader = ins->ctx->shader;
|
|
const struct wined3d_shader_lconst *constant;
|
|
struct wined3d_string_buffer *reg_name;
|
|
const DWORD *control_values = NULL;
|
|
|
|
if (ins->ctx->reg_maps->shader_version.major < 4)
|
|
{
|
|
/* 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",
|
|
state->current_loop_depth, loop_control.start,
|
|
state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
|
|
state->current_loop_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",
|
|
state->current_loop_depth, loop_control.start,
|
|
state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
|
|
state->current_loop_depth, loop_control.step);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
|
|
state->current_loop_depth, loop_control.start, state->current_loop_depth,
|
|
state->current_loop_depth, loop_control.count,
|
|
state->current_loop_depth);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
reg_name = string_buffer_get(priv->string_buffers);
|
|
shader_glsl_get_register_name(&ins->src[1].reg, ins->src[1].reg.data_type, reg_name, NULL, ins->ctx);
|
|
|
|
shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
|
|
state->current_loop_depth, state->current_loop_reg, reg_name->buffer,
|
|
state->current_loop_depth, reg_name->buffer,
|
|
state->current_loop_depth, state->current_loop_reg, reg_name->buffer);
|
|
|
|
string_buffer_release(priv->string_buffers, reg_name);
|
|
|
|
}
|
|
|
|
++state->current_loop_reg;
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "for (;;)\n{\n");
|
|
}
|
|
|
|
++state->current_loop_depth;
|
|
}
|
|
|
|
static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_shader_parser_state *state = ins->ctx->state;
|
|
|
|
shader_addline(ins->ctx->buffer, "}\n");
|
|
|
|
if (ins->handler_idx == WINED3DSIH_ENDLOOP)
|
|
{
|
|
--state->current_loop_depth;
|
|
--state->current_loop_reg;
|
|
}
|
|
|
|
if (ins->handler_idx == WINED3DSIH_ENDREP)
|
|
{
|
|
--state->current_loop_depth;
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_shader_parser_state *state = ins->ctx->state;
|
|
const struct wined3d_shader *shader = ins->ctx->shader;
|
|
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",
|
|
state->current_loop_depth, state->current_loop_depth,
|
|
control_values[0], state->current_loop_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",
|
|
state->current_loop_depth, state->current_loop_depth,
|
|
src0_param.param_str, state->current_loop_depth);
|
|
}
|
|
|
|
++state->current_loop_depth;
|
|
}
|
|
|
|
static void shader_glsl_switch(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, "switch (%s)\n{\n", src0_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_case(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, "case %s:\n", src0_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_default(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
shader_addline(ins->ctx->buffer, "default:\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_condition(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src_param;
|
|
const char *condition;
|
|
|
|
condition = ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool";
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
|
|
shader_addline(ins->ctx->buffer, "if (%s(%s))\n", condition, src_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_generate_condition(ins);
|
|
shader_addline(ins->ctx->buffer, "{\n");
|
|
}
|
|
|
|
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)
|
|
{
|
|
unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
|
|
shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
|
|
if (!ins->ctx->gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_glsl_fixup_position(ins->ctx->buffer, reg_maps->viewport_array);
|
|
|
|
if (!stream)
|
|
shader_addline(ins->ctx->buffer, "EmitVertex();\n");
|
|
else
|
|
FIXME("Unhandled primitive stream %u.\n", stream);
|
|
}
|
|
|
|
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_conditional_op(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const char *op;
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_BREAKP:
|
|
op = "break;";
|
|
break;
|
|
case WINED3DSIH_CONTINUEP:
|
|
op = "continue;";
|
|
break;
|
|
case WINED3DSIH_RETP:
|
|
op = "return;";
|
|
break;
|
|
default:
|
|
ERR("Unhandled opcode %#x.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
|
|
shader_glsl_generate_condition(ins);
|
|
if (ins->handler_idx == WINED3DSIH_RETP)
|
|
{
|
|
shader_addline(ins->ctx->buffer, "{\n");
|
|
shader_glsl_generate_shader_epilogue(ins->ctx);
|
|
}
|
|
shader_addline(ins->ctx->buffer, " %s\n", op);
|
|
if (ins->handler_idx == WINED3DSIH_RETP)
|
|
shader_addline(ins->ctx->buffer, "}\n");
|
|
}
|
|
|
|
static void shader_glsl_continue(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
shader_addline(ins->ctx->buffer, "continue;\n");
|
|
}
|
|
|
|
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);
|
|
|
|
/* Subroutines appear at the end of the shader. */
|
|
ins->ctx->state->in_subroutine = TRUE;
|
|
}
|
|
|
|
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)
|
|
{
|
|
const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
|
|
|
|
if (version->major >= 4 && !ins->ctx->state->in_subroutine)
|
|
{
|
|
shader_glsl_generate_shader_epilogue(ins->ctx);
|
|
shader_addline(ins->ctx->buffer, "return;\n");
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
|
|
ins->ctx->reg_maps->shader_version.minor);
|
|
struct glsl_sample_function sample_function;
|
|
DWORD sample_flags = 0;
|
|
DWORD resource_idx;
|
|
DWORD mask = 0, swizzle;
|
|
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
|
|
/* 1.0-1.4: Use destination register as sampler source.
|
|
* 2.0+: Use provided sampler source. */
|
|
if (shader_version < WINED3D_SHADER_VERSION(2,0))
|
|
resource_idx = ins->dst[0].reg.idx[0].offset;
|
|
else
|
|
resource_idx = ins->src[1].reg.idx[0].offset;
|
|
|
|
if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
|
{
|
|
DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
|
|
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
|
|
enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
|
|
|
|
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
|
|
if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
|
|
{
|
|
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
|
switch (flags & ~WINED3D_PSARGS_PROJECTED)
|
|
{
|
|
case WINED3D_TTFF_COUNT1:
|
|
FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
|
|
break;
|
|
case WINED3D_TTFF_COUNT2:
|
|
mask = WINED3DSP_WRITEMASK_1;
|
|
break;
|
|
case WINED3D_TTFF_COUNT3:
|
|
mask = WINED3DSP_WRITEMASK_2;
|
|
break;
|
|
case WINED3D_TTFF_COUNT4:
|
|
case WINED3D_TTFF_DISABLE:
|
|
mask = WINED3DSP_WRITEMASK_3;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
|
|
{
|
|
enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
|
|
|
|
if (src_mod == WINED3DSPSM_DZ) {
|
|
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
|
mask = WINED3DSP_WRITEMASK_2;
|
|
} else if (src_mod == WINED3DSPSM_DW) {
|
|
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
|
mask = WINED3DSP_WRITEMASK_3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
|
|
&& ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
|
|
{
|
|
/* ps 2.0 texldp instruction always divides by the fourth component. */
|
|
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
|
|
mask = WINED3DSP_WRITEMASK_3;
|
|
}
|
|
}
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function);
|
|
mask |= sample_function.coord_mask;
|
|
sample_function.coord_mask = mask;
|
|
|
|
if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
|
|
else swizzle = ins->src[1].swizzle;
|
|
|
|
/* 1.0-1.3: Use destination register as coordinate source.
|
|
1.4+: Use provided coordinate source register. */
|
|
if (shader_version < WINED3D_SHADER_VERSION(1,4))
|
|
{
|
|
char coord_mask[6];
|
|
shader_glsl_write_mask_to_str(mask, coord_mask);
|
|
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
|
|
"T%u%s", resource_idx, coord_mask);
|
|
}
|
|
else
|
|
{
|
|
struct glsl_src_param coord_param;
|
|
shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
|
|
if (ins->flags & WINED3DSI_TEXLD_BIAS)
|
|
{
|
|
struct glsl_src_param bias;
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
|
|
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
|
|
NULL, "%s", coord_param.param_str);
|
|
} else {
|
|
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
|
|
"%s", coord_param.param_str);
|
|
}
|
|
}
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
|
struct glsl_src_param coord_param, dx_param, dy_param;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD sampler_idx;
|
|
DWORD swizzle = ins->src[1].swizzle;
|
|
|
|
if (!shader_glsl_has_core_grad(gl_info) && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
{
|
|
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;
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &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.deriv_mask, &dx_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param);
|
|
|
|
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
|
|
NULL, NULL, "%s", coord_param.param_str);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_version *shader_version = &ins->ctx->reg_maps->shader_version;
|
|
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
|
struct glsl_src_param coord_param, lod_param;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD swizzle = ins->src[1].swizzle;
|
|
DWORD sampler_idx;
|
|
|
|
sampler_idx = ins->src[1].reg.idx[0].offset;
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_LOD, &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 (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info)
|
|
&& !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
{
|
|
/* Plain GLSL only supports Lod sampling functions in vertex shaders.
|
|
* However, the NVIDIA drivers allow them in fragment shaders as well,
|
|
* even without the appropriate extension. */
|
|
WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
|
|
}
|
|
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
|
|
"%s", coord_param.param_str);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
|
|
unsigned int resource_idx, unsigned int sampler_idx)
|
|
{
|
|
struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < sampler_map->count; ++i)
|
|
{
|
|
if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
|
|
return entries[i].bind_idx;
|
|
}
|
|
|
|
ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
|
|
|
|
return ~0u;
|
|
}
|
|
|
|
static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const BOOL is_imm_instruction = WINED3DSIH_IMM_ATOMIC_AND <= ins->handler_idx
|
|
&& ins->handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR;
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct glsl_src_param structure_idx, offset, data, data2;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
enum wined3d_shader_resource_type resource_type;
|
|
struct wined3d_string_buffer *address;
|
|
enum wined3d_data_type data_type;
|
|
unsigned int resource_idx, stride;
|
|
const char *op, *resource;
|
|
DWORD coord_mask;
|
|
BOOL is_tgsm;
|
|
|
|
resource_idx = ins->dst[is_imm_instruction].reg.idx[0].offset;
|
|
is_tgsm = ins->dst[is_imm_instruction].reg.type == WINED3DSPR_GROUPSHAREDMEM;
|
|
if (is_tgsm)
|
|
{
|
|
if (resource_idx >= reg_maps->tgsm_count)
|
|
{
|
|
ERR("Invalid TGSM index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
resource = "g";
|
|
data_type = WINED3D_DATA_UINT;
|
|
coord_mask = 1;
|
|
stride = reg_maps->tgsm[resource_idx].stride;
|
|
}
|
|
else
|
|
{
|
|
if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
resource_type = reg_maps->uav_resource_info[resource_idx].type;
|
|
if (resource_type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_type);
|
|
return;
|
|
}
|
|
resource = "image";
|
|
data_type = reg_maps->uav_resource_info[resource_idx].data_type;
|
|
coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
|
|
stride = reg_maps->uav_resource_info[resource_idx].stride;
|
|
}
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_ATOMIC_AND:
|
|
case WINED3DSIH_IMM_ATOMIC_AND:
|
|
if (is_tgsm)
|
|
op = "atomicAnd";
|
|
else
|
|
op = "imageAtomicAnd";
|
|
break;
|
|
case WINED3DSIH_ATOMIC_CMP_STORE:
|
|
case WINED3DSIH_IMM_ATOMIC_CMP_EXCH:
|
|
if (is_tgsm)
|
|
op = "atomicCompSwap";
|
|
else
|
|
op = "imageAtomicCompSwap";
|
|
break;
|
|
case WINED3DSIH_ATOMIC_IADD:
|
|
case WINED3DSIH_IMM_ATOMIC_IADD:
|
|
if (is_tgsm)
|
|
op = "atomicAdd";
|
|
else
|
|
op = "imageAtomicAdd";
|
|
break;
|
|
case WINED3DSIH_ATOMIC_IMAX:
|
|
case WINED3DSIH_IMM_ATOMIC_IMAX:
|
|
if (is_tgsm)
|
|
op = "atomicMax";
|
|
else
|
|
op = "imageAtomicMax";
|
|
if (data_type != WINED3D_DATA_INT)
|
|
{
|
|
FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
break;
|
|
case WINED3DSIH_ATOMIC_IMIN:
|
|
case WINED3DSIH_IMM_ATOMIC_IMIN:
|
|
if (is_tgsm)
|
|
op = "atomicMin";
|
|
else
|
|
op = "imageAtomicMin";
|
|
if (data_type != WINED3D_DATA_INT)
|
|
{
|
|
FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
break;
|
|
case WINED3DSIH_ATOMIC_OR:
|
|
case WINED3DSIH_IMM_ATOMIC_OR:
|
|
if (is_tgsm)
|
|
op = "atomicOr";
|
|
else
|
|
op = "imageAtomicOr";
|
|
break;
|
|
case WINED3DSIH_ATOMIC_UMAX:
|
|
case WINED3DSIH_IMM_ATOMIC_UMAX:
|
|
if (is_tgsm)
|
|
op = "atomicMax";
|
|
else
|
|
op = "imageAtomicMax";
|
|
if (data_type != WINED3D_DATA_UINT)
|
|
{
|
|
FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
break;
|
|
case WINED3DSIH_ATOMIC_UMIN:
|
|
case WINED3DSIH_IMM_ATOMIC_UMIN:
|
|
if (is_tgsm)
|
|
op = "atomicMin";
|
|
else
|
|
op = "imageAtomicMin";
|
|
if (data_type != WINED3D_DATA_UINT)
|
|
{
|
|
FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
break;
|
|
case WINED3DSIH_ATOMIC_XOR:
|
|
case WINED3DSIH_IMM_ATOMIC_XOR:
|
|
if (is_tgsm)
|
|
op = "atomicXor";
|
|
else
|
|
op = "imageAtomicXor";
|
|
break;
|
|
case WINED3DSIH_IMM_ATOMIC_EXCH:
|
|
if (is_tgsm)
|
|
op = "atomicExchange";
|
|
else
|
|
op = "imageAtomicExchange";
|
|
break;
|
|
default:
|
|
ERR("Unhandled opcode %#x.\n", ins->handler_idx);
|
|
return;
|
|
}
|
|
|
|
address = string_buffer_get(priv->string_buffers);
|
|
if (stride)
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &structure_idx);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &offset);
|
|
string_buffer_sprintf(address, "%s * %u + %s / 4", structure_idx.param_str, stride, offset.param_str);
|
|
}
|
|
else
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &offset);
|
|
string_buffer_sprintf(address, "%s", offset.param_str);
|
|
if (is_tgsm || (reg_maps->uav_resource_info[resource_idx].flags & WINED3D_VIEW_BUFFER_RAW))
|
|
shader_addline(address, "/ 4");
|
|
}
|
|
|
|
if (is_imm_instruction)
|
|
shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
|
|
|
|
if (is_tgsm)
|
|
shader_addline(buffer, "%s(%s_%s%u[%s], ",
|
|
op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer);
|
|
else
|
|
shader_addline(buffer, "%s(%s_%s%u, %s, ",
|
|
op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer);
|
|
|
|
shader_glsl_add_src_param_ext(ins->ctx, &ins->src[1], WINED3DSP_WRITEMASK_0, &data, data_type);
|
|
shader_addline(buffer, "%s", data.param_str);
|
|
if (ins->src_count >= 3)
|
|
{
|
|
shader_glsl_add_src_param_ext(ins->ctx, &ins->src[2], WINED3DSP_WRITEMASK_0, &data2, data_type);
|
|
shader_addline(buffer, ", %s", data2.param_str);
|
|
}
|
|
|
|
if (is_imm_instruction)
|
|
shader_addline(buffer, ")");
|
|
shader_addline(buffer, ");\n");
|
|
|
|
string_buffer_release(priv->string_buffers, address);
|
|
}
|
|
|
|
static void shader_glsl_uav_counter(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
|
|
const char *op;
|
|
|
|
if (ins->handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC)
|
|
op = "atomicCounterIncrement";
|
|
else
|
|
op = "atomicCounterDecrement";
|
|
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_addline(ins->ctx->buffer, "%s(%s_counter%u));\n", op, prefix, ins->src[0].reg.idx[0].offset);
|
|
}
|
|
|
|
static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
enum wined3d_shader_resource_type resource_type;
|
|
struct glsl_src_param image_coord_param;
|
|
enum wined3d_data_type data_type;
|
|
DWORD coord_mask, write_mask;
|
|
unsigned int uav_idx;
|
|
char dst_swizzle[6];
|
|
|
|
uav_idx = ins->src[1].reg.idx[0].offset;
|
|
if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV index %u.\n", uav_idx);
|
|
return;
|
|
}
|
|
resource_type = reg_maps->uav_resource_info[uav_idx].type;
|
|
if (resource_type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_type);
|
|
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
}
|
|
data_type = reg_maps->uav_resource_info[uav_idx].data_type;
|
|
coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
|
|
|
|
write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
|
|
shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
|
|
shader_addline(ins->ctx->buffer, "imageLoad(%s_image%u, %s)%s);\n",
|
|
shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
|
|
}
|
|
|
|
static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
|
|
const struct wined3d_shader_src_param *src = &ins->src[ins->src_count - 1];
|
|
unsigned int i, swizzle, resource_idx, bind_idx, stride, src_idx = 0;
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param structure_idx, offset;
|
|
struct wined3d_string_buffer *address;
|
|
struct wined3d_shader_dst_param dst;
|
|
const char *function, *resource;
|
|
|
|
resource_idx = src->reg.idx[0].offset;
|
|
if (src->reg.type == WINED3DSPR_RESOURCE)
|
|
{
|
|
if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
|
|
{
|
|
ERR("Invalid resource index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
stride = reg_maps->resource_info[resource_idx].stride;
|
|
bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
|
|
function = "texelFetch";
|
|
resource = "sampler";
|
|
}
|
|
else if (src->reg.type == WINED3DSPR_UAV)
|
|
{
|
|
if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
stride = reg_maps->uav_resource_info[resource_idx].stride;
|
|
bind_idx = resource_idx;
|
|
function = "imageLoad";
|
|
resource = "image";
|
|
}
|
|
else
|
|
{
|
|
if (resource_idx >= reg_maps->tgsm_count)
|
|
{
|
|
ERR("Invalid TGSM index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
stride = reg_maps->tgsm[resource_idx].stride;
|
|
bind_idx = resource_idx;
|
|
function = NULL;
|
|
resource = "g";
|
|
}
|
|
|
|
address = string_buffer_get(priv->string_buffers);
|
|
if (ins->handler_idx == WINED3DSIH_LD_STRUCTURED)
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
|
|
shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
|
|
}
|
|
shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
|
|
shader_addline(address, "%s / 4", offset.param_str);
|
|
|
|
dst = ins->dst[0];
|
|
if (shader_glsl_get_write_mask_size(dst.write_mask) > 1)
|
|
{
|
|
/* The instruction is split into multiple lines. The first lines may
|
|
* overwrite source parameters of the following lines. */
|
|
shader_addline(buffer, "tmp0.x = intBitsToFloat(%s);\n", address->buffer);
|
|
string_buffer_sprintf(address, "floatBitsToInt(tmp0.x)");
|
|
}
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i);
|
|
if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type))
|
|
continue;
|
|
|
|
swizzle = shader_glsl_swizzle_get_component(src->swizzle, i);
|
|
if (function)
|
|
shader_addline(buffer, "%s(%s_%s%u, %s + %u).x);\n",
|
|
function, prefix, resource, bind_idx, address->buffer, swizzle);
|
|
else
|
|
shader_addline(buffer, "%s_%s%u[%s + %u]);\n",
|
|
prefix, resource, bind_idx, address->buffer, swizzle);
|
|
}
|
|
|
|
string_buffer_release(priv->string_buffers, address);
|
|
}
|
|
|
|
static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
struct glsl_src_param image_coord_param, image_data_param;
|
|
enum wined3d_shader_resource_type resource_type;
|
|
enum wined3d_data_type data_type;
|
|
unsigned int uav_idx;
|
|
DWORD coord_mask;
|
|
|
|
uav_idx = ins->dst[0].reg.idx[0].offset;
|
|
if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV index %u.\n", uav_idx);
|
|
return;
|
|
}
|
|
resource_type = reg_maps->uav_resource_info[uav_idx].type;
|
|
if (resource_type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_type);
|
|
return;
|
|
}
|
|
data_type = reg_maps->uav_resource_info[uav_idx].data_type;
|
|
coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
|
|
shader_glsl_add_src_param_ext(ins->ctx, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type);
|
|
shader_addline(ins->ctx->buffer, "imageStore(%s_image%u, %s, %s);\n",
|
|
shader_glsl_get_prefix(version->type), uav_idx,
|
|
image_coord_param.param_str, image_data_param.param_str);
|
|
}
|
|
|
|
static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param structure_idx, offset, data;
|
|
unsigned int i, resource_idx, stride, src_idx = 0;
|
|
struct wined3d_string_buffer *address;
|
|
DWORD write_mask;
|
|
BOOL is_tgsm;
|
|
|
|
resource_idx = ins->dst[0].reg.idx[0].offset;
|
|
is_tgsm = ins->dst[0].reg.type == WINED3DSPR_GROUPSHAREDMEM;
|
|
if (is_tgsm)
|
|
{
|
|
if (resource_idx >= reg_maps->tgsm_count)
|
|
{
|
|
ERR("Invalid TGSM index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
stride = reg_maps->tgsm[resource_idx].stride;
|
|
}
|
|
else
|
|
{
|
|
if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
stride = reg_maps->uav_resource_info[resource_idx].stride;
|
|
}
|
|
|
|
address = string_buffer_get(priv->string_buffers);
|
|
if (ins->handler_idx == WINED3DSIH_STORE_STRUCTURED)
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx);
|
|
shader_addline(address, "%s * %u + ", structure_idx.param_str, stride);
|
|
}
|
|
shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset);
|
|
shader_addline(address, "%s / 4", offset.param_str);
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
if (!(write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i)))
|
|
continue;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[src_idx], write_mask, &data);
|
|
|
|
if (is_tgsm)
|
|
shader_addline(buffer, "%s_g%u[%s + %u] = %s;\n",
|
|
prefix, resource_idx, address->buffer, i, data.param_str);
|
|
else
|
|
shader_addline(buffer, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
|
|
prefix, resource_idx, address->buffer, i, data.param_str);
|
|
}
|
|
|
|
string_buffer_release(priv->string_buffers, address);
|
|
}
|
|
|
|
static void shader_glsl_sync(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
unsigned int sync_flags = ins->flags;
|
|
|
|
if (sync_flags & WINED3DSSF_THREAD_GROUP)
|
|
{
|
|
shader_addline(buffer, "barrier();\n");
|
|
sync_flags &= ~(WINED3DSSF_THREAD_GROUP | WINED3DSSF_GROUP_SHARED_MEMORY);
|
|
}
|
|
|
|
if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY)
|
|
{
|
|
shader_addline(buffer, "memoryBarrierShared();\n");
|
|
sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY;
|
|
}
|
|
|
|
if (sync_flags)
|
|
FIXME("Unhandled sync flags %#x.\n", sync_flags);
|
|
}
|
|
|
|
static const struct wined3d_shader_resource_info *shader_glsl_get_resource_info(
|
|
const struct wined3d_shader_instruction *ins, const struct wined3d_shader_register *reg)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
unsigned int idx = reg->idx[0].offset;
|
|
|
|
if (reg->type == WINED3DSPR_RESOURCE)
|
|
{
|
|
if (idx >= ARRAY_SIZE(reg_maps->resource_info))
|
|
{
|
|
ERR("Invalid resource index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
return ®_maps->resource_info[idx];
|
|
}
|
|
|
|
if (reg->type == WINED3DSPR_UAV)
|
|
{
|
|
if (idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
|
|
{
|
|
ERR("Invalid UAV index %u.\n", idx);
|
|
return NULL;
|
|
}
|
|
return ®_maps->uav_resource_info[idx];
|
|
}
|
|
|
|
FIXME("Unhandled register type %#x.\n", reg->type);
|
|
return NULL;
|
|
}
|
|
|
|
static void shader_glsl_bufinfo(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type);
|
|
const struct wined3d_shader_resource_info *resource_info;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
unsigned int resource_idx;
|
|
char dst_swizzle[6];
|
|
DWORD write_mask;
|
|
|
|
write_mask = shader_glsl_append_dst(buffer, ins);
|
|
shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
|
|
|
|
if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[0].reg)))
|
|
return;
|
|
resource_idx = ins->src[0].reg.idx[0].offset;
|
|
|
|
shader_addline(buffer, "ivec2(");
|
|
if (ins->src[0].reg.type == WINED3DSPR_RESOURCE)
|
|
{
|
|
unsigned int bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
|
|
resource_idx, WINED3D_SAMPLER_DEFAULT);
|
|
shader_addline(buffer, "textureSize(%s_sampler%u)", prefix, bind_idx);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "imageSize(%s_image%u)", prefix, resource_idx);
|
|
}
|
|
if (resource_info->stride)
|
|
shader_addline(buffer, " / %u", resource_info->stride);
|
|
else if (resource_info->flags & WINED3D_VIEW_BUFFER_RAW)
|
|
shader_addline(buffer, " * 4");
|
|
shader_addline(buffer, ", %u)%s);\n", resource_info->stride, dst_swizzle);
|
|
}
|
|
|
|
static BOOL is_multisampled(enum wined3d_shader_resource_type resource_type)
|
|
{
|
|
return resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
|
|
|| resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY;
|
|
}
|
|
|
|
static BOOL is_mipmapped(enum wined3d_shader_resource_type resource_type)
|
|
{
|
|
return resource_type != WINED3D_SHADER_RESOURCE_BUFFER && !is_multisampled(resource_type);
|
|
}
|
|
|
|
static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
|
|
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
enum wined3d_shader_resource_type resource_type;
|
|
enum wined3d_shader_register_type reg_type;
|
|
unsigned int resource_idx, bind_idx, i;
|
|
enum wined3d_data_type dst_data_type;
|
|
struct glsl_src_param lod_param;
|
|
BOOL supports_mipmaps;
|
|
char dst_swizzle[6];
|
|
DWORD write_mask;
|
|
|
|
dst_data_type = ins->dst[0].reg.data_type;
|
|
if (ins->flags == WINED3DSI_RESINFO_UINT)
|
|
dst_data_type = WINED3D_DATA_UINT;
|
|
else if (ins->flags)
|
|
FIXME("Unhandled flags %#x.\n", ins->flags);
|
|
|
|
reg_type = ins->src[1].reg.type;
|
|
resource_idx = ins->src[1].reg.idx[0].offset;
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
|
|
if (reg_type == WINED3DSPR_RESOURCE)
|
|
{
|
|
resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
|
|
bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
|
|
resource_idx, WINED3D_SAMPLER_DEFAULT);
|
|
}
|
|
else
|
|
{
|
|
resource_type = ins->ctx->reg_maps->uav_resource_info[resource_idx].type;
|
|
bind_idx = resource_idx;
|
|
}
|
|
|
|
if (resource_type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_type);
|
|
return;
|
|
}
|
|
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], dst_data_type);
|
|
shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
|
|
|
|
if (dst_data_type == WINED3D_DATA_UINT)
|
|
shader_addline(buffer, "uvec4(");
|
|
else
|
|
shader_addline(buffer, "vec4(");
|
|
|
|
if (reg_type == WINED3DSPR_RESOURCE)
|
|
{
|
|
shader_addline(buffer, "textureSize(%s_sampler%u",
|
|
shader_glsl_get_prefix(version->type), bind_idx);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "imageSize(%s_image%u",
|
|
shader_glsl_get_prefix(version->type), bind_idx);
|
|
}
|
|
|
|
supports_mipmaps = is_mipmapped(resource_type) && reg_type != WINED3DSPR_UAV;
|
|
if (supports_mipmaps)
|
|
shader_addline(buffer, ", %s", lod_param.param_str);
|
|
shader_addline(buffer, "), ");
|
|
|
|
for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
|
|
shader_addline(buffer, "0, ");
|
|
|
|
if (supports_mipmaps)
|
|
{
|
|
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
|
|
{
|
|
shader_addline(buffer, "textureQueryLevels(%s_sampler%u)",
|
|
shader_glsl_get_prefix(version->type), bind_idx);
|
|
}
|
|
else
|
|
{
|
|
FIXME("textureQueryLevels is not supported, returning 1 level.\n");
|
|
shader_addline(buffer, "1");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "1");
|
|
}
|
|
|
|
shader_addline(buffer, ")%s);\n", dst_swizzle);
|
|
}
|
|
|
|
static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
const struct wined3d_shader_dst_param *dst = ins->dst;
|
|
const struct wined3d_shader_src_param *src = ins->src;
|
|
enum wined3d_shader_resource_type resource_type;
|
|
enum wined3d_data_type dst_data_type;
|
|
unsigned int resource_idx, bind_idx;
|
|
char dst_swizzle[6];
|
|
DWORD write_mask;
|
|
|
|
dst_data_type = dst->reg.data_type;
|
|
if (ins->flags == WINED3DSI_SAMPLE_INFO_UINT)
|
|
dst_data_type = WINED3D_DATA_UINT;
|
|
else if (ins->flags)
|
|
FIXME("Unhandled flags %#x.\n", ins->flags);
|
|
|
|
write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, dst_data_type);
|
|
shader_glsl_get_swizzle(src, FALSE, write_mask, dst_swizzle);
|
|
|
|
if (dst_data_type == WINED3D_DATA_UINT)
|
|
shader_addline(buffer, "uvec4(");
|
|
else
|
|
shader_addline(buffer, "vec4(");
|
|
|
|
if (src->reg.type == WINED3DSPR_RASTERIZER)
|
|
{
|
|
if (gl_info->supported[ARB_SAMPLE_SHADING])
|
|
{
|
|
shader_addline(buffer, "gl_NumSamples");
|
|
}
|
|
else
|
|
{
|
|
FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
|
|
shader_addline(buffer, "1");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
resource_idx = src->reg.idx[0].offset;
|
|
resource_type = reg_maps->resource_info[resource_idx].type;
|
|
if (resource_type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_type);
|
|
return;
|
|
}
|
|
bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT);
|
|
|
|
if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES])
|
|
{
|
|
shader_addline(buffer, "textureSamples(%s_sampler%u)",
|
|
shader_glsl_get_prefix(reg_maps->shader_version.type), bind_idx);
|
|
}
|
|
else
|
|
{
|
|
FIXME("textureSamples() is not supported.\n");
|
|
shader_addline(buffer, "1");
|
|
}
|
|
}
|
|
|
|
shader_addline(buffer, ", 0, 0, 0)%s);\n", dst_swizzle);
|
|
}
|
|
|
|
static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
struct glsl_src_param coord_param, lod_param, sample_param;
|
|
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
|
|
BOOL has_lod_param;
|
|
|
|
if (wined3d_shader_instruction_has_texel_offset(ins))
|
|
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
|
|
|
|
resource_idx = ins->src[1].reg.idx[0].offset;
|
|
sampler_idx = WINED3D_SAMPLER_DEFAULT;
|
|
|
|
if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
|
|
{
|
|
ERR("Invalid resource index %u.\n", resource_idx);
|
|
return;
|
|
}
|
|
has_lod_param = is_mipmapped(reg_maps->resource_info[resource_idx].type);
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, 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);
|
|
sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx);
|
|
if (is_multisampled(reg_maps->resource_info[resource_idx].type))
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &sample_param);
|
|
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
|
|
NULL, NULL, NULL, &ins->texel_offset, "%s, %s", coord_param.param_str, sample_param.param_str);
|
|
}
|
|
else
|
|
{
|
|
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
|
|
NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset,
|
|
"%s", coord_param.param_str);
|
|
}
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
|
|
struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
|
|
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD flags = 0;
|
|
|
|
if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
|
|
flags |= WINED3D_GLSL_SAMPLE_GRAD;
|
|
if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
|
|
flags |= WINED3D_GLSL_SAMPLE_LOD;
|
|
if (wined3d_shader_instruction_has_texel_offset(ins))
|
|
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
|
|
|
|
resource_idx = ins->src[1].reg.idx[0].offset;
|
|
sampler_idx = ins->src[2].reg.idx[0].offset;
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
|
|
|
|
switch (ins->handler_idx)
|
|
{
|
|
case WINED3DSIH_SAMPLE:
|
|
break;
|
|
case WINED3DSIH_SAMPLE_B:
|
|
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
|
|
lod_param_str = lod_param.param_str;
|
|
break;
|
|
case WINED3DSIH_SAMPLE_GRAD:
|
|
shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param);
|
|
dx_param_str = dx_param.param_str;
|
|
dy_param_str = dy_param.param_str;
|
|
break;
|
|
case WINED3DSIH_SAMPLE_LOD:
|
|
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
|
|
lod_param_str = lod_param.param_str;
|
|
break;
|
|
default:
|
|
ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
|
|
break;
|
|
}
|
|
|
|
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
|
|
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
|
|
dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
/* GLSL doesn't provide a function to sample from level zero with depth
|
|
* comparison for array textures and cube textures. We use textureGrad*()
|
|
* to implement sample_c_lz.
|
|
*/
|
|
static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction *ins,
|
|
unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function,
|
|
unsigned int coord_size, const char *coord_param, const char *ref_param)
|
|
{
|
|
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
|
|
unsigned int deriv_size = wined3d_popcount(sample_function->deriv_mask);
|
|
const struct wined3d_shader_texel_offset *offset = &ins->texel_offset;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
char dst_swizzle[6];
|
|
|
|
WARN("Emitting textureGrad() for sample_c_lz.\n");
|
|
|
|
shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle);
|
|
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], sample_function->data_type);
|
|
shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
|
|
sample_function->offset_size ? "Offset" : "",
|
|
shader_glsl_get_prefix(version->type), sampler_bind_idx,
|
|
coord_size, coord_param, ref_param, deriv_size, deriv_size);
|
|
if (sample_function->offset_size)
|
|
{
|
|
int offset_immdata[4] = {offset->u, offset->v, offset->w};
|
|
shader_addline(buffer, ", ");
|
|
shader_glsl_append_imm_ivec(buffer, offset_immdata, sample_function->offset_size);
|
|
}
|
|
shader_addline(buffer, "))%s);\n", dst_swizzle);
|
|
}
|
|
|
|
static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
unsigned int resource_idx, sampler_idx, sampler_bind_idx;
|
|
const struct wined3d_shader_resource_info *resource_info;
|
|
struct glsl_src_param coord_param, compare_param;
|
|
struct glsl_sample_function sample_function;
|
|
const char *lod_param = NULL;
|
|
unsigned int coord_size;
|
|
DWORD flags = 0;
|
|
|
|
if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
|
|
{
|
|
lod_param = "0";
|
|
flags |= WINED3D_GLSL_SAMPLE_LOD;
|
|
}
|
|
|
|
if (wined3d_shader_instruction_has_texel_offset(ins))
|
|
flags |= WINED3D_GLSL_SAMPLE_OFFSET;
|
|
|
|
if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg)))
|
|
return;
|
|
resource_idx = ins->src[1].reg.idx[0].offset;
|
|
sampler_idx = ins->src[2].reg.idx[0].offset;
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
|
|
coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
|
|
sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
|
|
if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ
|
|
&& (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
|
|
|| resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE))
|
|
{
|
|
shader_glsl_gen_sample_c_lz(ins, sampler_bind_idx, &sample_function,
|
|
coord_size, coord_param.param_str, compare_param.param_str);
|
|
}
|
|
else
|
|
{
|
|
shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
|
|
NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
|
|
coord_size, coord_param.param_str, compare_param.param_str);
|
|
}
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
unsigned int resource_param_idx, resource_idx, sampler_idx, sampler_bind_idx, component_idx;
|
|
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
|
|
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
|
|
struct glsl_src_param coord_param, compare_param, offset_param;
|
|
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
|
|
const struct wined3d_shader_resource_info *resource_info;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
unsigned int coord_size, offset_size;
|
|
char dst_swizzle[6];
|
|
BOOL has_offset;
|
|
|
|
if (!gl_info->supported[ARB_TEXTURE_GATHER])
|
|
{
|
|
FIXME("OpenGL implementation does not support textureGather.\n");
|
|
return;
|
|
}
|
|
|
|
has_offset = ins->handler_idx == WINED3DSIH_GATHER4_PO
|
|
|| ins->handler_idx == WINED3DSIH_GATHER4_PO_C
|
|
|| wined3d_shader_instruction_has_texel_offset(ins);
|
|
|
|
resource_param_idx =
|
|
(ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) ? 2 : 1;
|
|
resource_idx = ins->src[resource_param_idx].reg.idx[0].offset;
|
|
sampler_idx = ins->src[resource_param_idx + 1].reg.idx[0].offset;
|
|
component_idx = shader_glsl_swizzle_get_component(ins->src[resource_param_idx + 1].swizzle, 0);
|
|
sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx);
|
|
|
|
if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[resource_param_idx].reg)))
|
|
return;
|
|
|
|
if (resource_info->type >= ARRAY_SIZE(resource_type_info))
|
|
{
|
|
ERR("Unexpected resource type %#x.\n", resource_info->type);
|
|
return;
|
|
}
|
|
shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size);
|
|
|
|
shader_glsl_swizzle_to_str(ins->src[resource_param_idx].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
|
|
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], resource_info->data_type);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param);
|
|
|
|
shader_addline(buffer, "textureGather%s(%s_sampler%u, %s",
|
|
has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str);
|
|
if (ins->handler_idx == WINED3DSIH_GATHER4_C || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[resource_param_idx + 2], WINED3DSP_WRITEMASK_0, &compare_param);
|
|
shader_addline(buffer, ", %s", compare_param.param_str);
|
|
}
|
|
if (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C)
|
|
{
|
|
shader_glsl_add_src_param(ins, &ins->src[1], (1u << offset_size) - 1, &offset_param);
|
|
shader_addline(buffer, ", %s", offset_param.param_str);
|
|
}
|
|
else if (has_offset)
|
|
{
|
|
int offset_immdata[4] = {ins->texel_offset.u, ins->texel_offset.v, ins->texel_offset.w};
|
|
shader_addline(buffer, ", ");
|
|
shader_glsl_append_imm_ivec(buffer, offset_immdata, offset_size);
|
|
}
|
|
if (component_idx)
|
|
shader_addline(buffer, ", %u", component_idx);
|
|
|
|
shader_addline(buffer, ")%s);\n", dst_swizzle);
|
|
}
|
|
|
|
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
/* FIXME: Make this work for more than just 2D textures */
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
|
|
if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
|
|
{
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
shader_addline(buffer, "clamp(ffp_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 || src_mod == WINED3DSPSM_DW)
|
|
{
|
|
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
struct glsl_src_param div_param;
|
|
DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param);
|
|
|
|
if (mask_size > 1)
|
|
shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
|
|
else
|
|
shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "ffp_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, 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,
|
|
NULL, "dot(ffp_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,
|
|
NULL, "vec2(dot(ffp_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,
|
|
NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unexpected mask size %u\n", mask_size);
|
|
break;
|
|
}
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
|
|
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
|
|
static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD dstreg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
DWORD dst_mask;
|
|
unsigned int mask_size;
|
|
|
|
dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
mask_size = shader_glsl_get_write_mask_size(dst_mask);
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
|
|
} else {
|
|
shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
|
|
* Calculate the depth as dst.x / dst.y */
|
|
static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_dst_param dst_param;
|
|
|
|
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
|
|
|
/* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
|
|
* Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
|
|
* this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
|
|
* too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
|
|
* >= 1.0 or < 0.0
|
|
*/
|
|
shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
|
|
dst_param.reg_name, dst_param.reg_name);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
|
|
* Last row of a 3x2 matrix multiply, use the result to calculate the depth:
|
|
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
|
|
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
|
|
*/
|
|
static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD dstreg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
|
|
shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
|
|
* Calculate the 1st of a 2-row matrix multiplication. */
|
|
static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_src_param src0_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
|
|
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
|
|
static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
|
|
tex_mx->texcoord_w[tex_mx->current_row++] = reg;
|
|
}
|
|
|
|
static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, reg, 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, NULL, "tmp0.xy");
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
|
|
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
|
|
static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(ins->ctx, reg, 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, NULL, "tmp0.xyz");
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
|
|
tex_mx->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
|
|
* Perform the 3rd row of a 3x3 matrix multiply */
|
|
static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
char dst_mask[6];
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
|
|
shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
|
|
|
|
tex_mx->current_row = 0;
|
|
}
|
|
|
|
/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
|
|
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
|
static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
char coord_mask[6];
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
|
|
|
|
/* Perform the last matrix multiply operation */
|
|
shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
|
|
/* Reflection calculation */
|
|
shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
|
|
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(ins->ctx, reg, 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, NULL, "tmp0%s", coord_mask);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
|
|
tex_mx->current_row = 0;
|
|
}
|
|
|
|
/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
|
|
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
|
|
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
|
|
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
|
|
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
|
|
struct glsl_sample_function sample_function;
|
|
DWORD reg = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param;
|
|
char coord_mask[6];
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
|
|
|
|
/* Perform the last matrix multiply operation */
|
|
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
|
|
|
|
/* Construct the eye-ray vector from w coordinates */
|
|
shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_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, 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, NULL, "tmp0%s", coord_mask);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
|
|
tex_mx->current_row = 0;
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
|
|
* Apply a fake bump map transform.
|
|
* texbem is pshader <= 1.3 only, this saves a few version checks
|
|
*/
|
|
static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
struct glsl_sample_function sample_function;
|
|
struct glsl_src_param coord_param;
|
|
DWORD sampler_idx;
|
|
DWORD mask;
|
|
DWORD flags;
|
|
char coord_mask[6];
|
|
|
|
sampler_idx = ins->dst[0].reg.idx[0].offset;
|
|
flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
|
|
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
|
|
|
|
/* Dependent read, not valid with conditional NP2 */
|
|
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 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, NULL,
|
|
"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
|
|
coord_param.param_str, coord_mask);
|
|
|
|
if (ins->handler_idx == WINED3DSIH_TEXBEML)
|
|
{
|
|
struct glsl_src_param luminance_param;
|
|
struct glsl_dst_param dst_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
|
|
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
|
|
|
shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
|
|
dst_param.reg_name, dst_param.mask_str,
|
|
luminance_param.param_str, sampler_idx, sampler_idx);
|
|
}
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_src_param src0_param, src1_param;
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
|
|
|
shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
|
|
src0_param.param_str, sampler_idx, src1_param.param_str);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
|
|
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
|
|
static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_sample_function sample_function;
|
|
struct wined3d_string_buffer *reg_name;
|
|
|
|
reg_name = string_buffer_get(priv->string_buffers);
|
|
shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx);
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
|
|
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
|
|
"%s.wx", reg_name->buffer);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
|
|
string_buffer_release(priv->string_buffers, 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)
|
|
{
|
|
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
|
|
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
|
|
struct glsl_sample_function sample_function;
|
|
struct wined3d_string_buffer *reg_name;
|
|
|
|
reg_name = string_buffer_get(priv->string_buffers);
|
|
shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx);
|
|
|
|
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
|
|
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
|
|
"%s.yz", reg_name->buffer);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
|
|
string_buffer_release(priv->string_buffers, 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, 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, NULL,
|
|
"%s", src0_param.param_str);
|
|
shader_glsl_release_sample_function(ins->ctx, &sample_function);
|
|
}
|
|
|
|
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
|
|
* If any of the first 3 components are < 0, discard this pixel */
|
|
static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
if (ins->ctx->reg_maps->shader_version.major >= 4)
|
|
{
|
|
shader_glsl_generate_condition(ins);
|
|
shader_addline(ins->ctx->buffer, " discard;\n");
|
|
}
|
|
else
|
|
{
|
|
struct glsl_dst_param dst_param;
|
|
|
|
/* The argument is a destination parameter, and no writemasks are allowed */
|
|
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
|
|
|
|
/* 2.0 shaders compare all 4 components in texkill. */
|
|
if (ins->ctx->reg_maps->shader_version.major >= 2)
|
|
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
|
|
/* 1.x shaders only compare the first 3 components, probably due to
|
|
* the nature of the texkill instruction as a tex* instruction, and
|
|
* phase, which kills all .w components. Even if all 4 components are
|
|
* defined, only the first 3 are used. */
|
|
else
|
|
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
|
|
}
|
|
}
|
|
|
|
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
|
|
* dst = dot2(src0, src1) + src2 */
|
|
static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src_param src0_param;
|
|
struct glsl_src_param src1_param;
|
|
struct glsl_src_param src2_param;
|
|
DWORD write_mask;
|
|
unsigned int mask_size;
|
|
|
|
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
|
|
mask_size = shader_glsl_get_write_mask_size(write_mask);
|
|
|
|
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
|
|
shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
|
|
|
|
if (mask_size > 1) {
|
|
shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
|
|
mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
} else {
|
|
shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
|
|
src0_param.param_str, src1_param.param_str, src2_param.param_str);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_signature *input_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps,
|
|
const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info, BOOL unroll)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < input_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
|
|
const char *semantic_name;
|
|
UINT semantic_idx;
|
|
char reg_mask[6];
|
|
|
|
/* Unused */
|
|
if (!(reg_maps->input_registers & (1u << input->register_idx)))
|
|
continue;
|
|
|
|
semantic_name = input->semantic_name;
|
|
semantic_idx = input->semantic_idx;
|
|
shader_glsl_write_mask_to_str(input->mask, reg_mask);
|
|
|
|
if (args->vp_mode == WINED3D_VP_MODE_SHADER)
|
|
{
|
|
if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
|
|
{
|
|
shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
|
|
}
|
|
else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
|
|
{
|
|
shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
|
|
}
|
|
else if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
|
|
{
|
|
shader_addline(buffer, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
|
|
input->register_idx, reg_mask);
|
|
}
|
|
else if (input->sysval_semantic == WINED3D_SV_SAMPLE_INDEX)
|
|
{
|
|
if (gl_info->supported[ARB_SAMPLE_SHADING])
|
|
shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
|
|
input->register_idx, reg_mask);
|
|
else
|
|
FIXME("ARB_sample_shading is not supported.\n");
|
|
}
|
|
else if (input->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
|
|
{
|
|
if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
|
|
shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
|
|
input->register_idx, reg_mask);
|
|
else
|
|
FIXME("ARB_fragment_layer_viewport is not supported.\n");
|
|
}
|
|
else if (input->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
|
|
{
|
|
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
|
|
shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
|
|
input->register_idx, reg_mask);
|
|
else
|
|
FIXME("ARB_viewport_array is not supported.\n");
|
|
}
|
|
else
|
|
{
|
|
if (input->sysval_semantic)
|
|
FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic);
|
|
shader_addline(buffer, unroll ? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask,
|
|
shader_glsl_shader_input_name(gl_info),
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask);
|
|
}
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
|
|
{
|
|
if (args->pointsprite)
|
|
shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
|
|
shader->u.ps.input_reg_map[input->register_idx]);
|
|
else if (args->vp_mode == WINED3D_VP_MODE_NONE && args->texcoords_initialized & (1u << semantic_idx))
|
|
shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask,
|
|
needs_legacy_glsl_syntax(gl_info)
|
|
? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask);
|
|
else
|
|
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
|
|
{
|
|
if (!semantic_idx)
|
|
shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
|
|
else if (semantic_idx == 1)
|
|
shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
|
|
else
|
|
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
|
|
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
|
|
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.hs_id = entry->hs.id;
|
|
key.ds_id = entry->ds.id;
|
|
key.gs_id = entry->gs.id;
|
|
key.ps_id = entry->ps.id;
|
|
key.cs_id = entry->cs.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,
|
|
const struct glsl_program_key *key)
|
|
{
|
|
struct wine_rb_entry *entry;
|
|
|
|
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)
|
|
{
|
|
wine_rb_remove(&priv->program_lookup, &entry->program_lookup_entry);
|
|
|
|
GL_EXTCALL(glDeleteProgram(entry->id));
|
|
if (entry->vs.id)
|
|
list_remove(&entry->vs.shader_entry);
|
|
if (entry->hs.id)
|
|
list_remove(&entry->hs.shader_entry);
|
|
if (entry->ds.id)
|
|
list_remove(&entry->ds.shader_entry);
|
|
if (entry->gs.id)
|
|
list_remove(&entry->gs.shader_entry);
|
|
if (entry->ps.id)
|
|
list_remove(&entry->ps.shader_entry);
|
|
if (entry->cs.id)
|
|
list_remove(&entry->cs.shader_entry);
|
|
heap_free(entry);
|
|
}
|
|
|
|
static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
|
|
const struct wined3d_gl_info *gl_info, const DWORD *map,
|
|
const struct wined3d_shader_signature *input_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_in,
|
|
const struct wined3d_shader_signature *output_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_out)
|
|
{
|
|
struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
|
|
const char *out_array_name = shader_glsl_shader_output_name(gl_info);
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
unsigned int in_count = vec4_varyings(3, gl_info);
|
|
unsigned int max_varyings = needs_legacy_glsl_syntax(gl_info) ? in_count + 2 : in_count;
|
|
DWORD in_idx, *set = NULL;
|
|
unsigned int i, j;
|
|
char reg_mask[6];
|
|
|
|
set = heap_calloc(max_varyings, sizeof(*set));
|
|
|
|
for (i = 0; i < input_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
|
|
|
|
if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
|
|
continue;
|
|
|
|
in_idx = map[input->register_idx];
|
|
/* Declared, but not read register */
|
|
if (in_idx == ~0u)
|
|
continue;
|
|
if (in_idx >= max_varyings)
|
|
{
|
|
FIXME("More input varyings declared than supported, expect issues.\n");
|
|
continue;
|
|
}
|
|
|
|
if (in_idx == in_count)
|
|
string_buffer_sprintf(destination, "gl_FrontColor");
|
|
else if (in_idx == in_count + 1)
|
|
string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
|
|
else
|
|
string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx);
|
|
|
|
if (!set[in_idx])
|
|
set[in_idx] = ~0u;
|
|
|
|
for (j = 0; j < output_signature->element_count; ++j)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
|
|
DWORD mask;
|
|
|
|
if (!(reg_maps_out->output_registers & (1u << output->register_idx))
|
|
|| input->semantic_idx != output->semantic_idx
|
|
|| strcmp(input->semantic_name, output->semantic_name)
|
|
|| !(mask = input->mask & output->mask))
|
|
continue;
|
|
|
|
if (set[in_idx] == ~0u)
|
|
set[in_idx] = 0;
|
|
set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
|
|
shader_glsl_write_mask_to_str(mask, reg_mask);
|
|
|
|
shader_addline(buffer, "%s%s = outputs[%u]%s;\n",
|
|
destination->buffer, reg_mask, output->register_idx, reg_mask);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < max_varyings; ++i)
|
|
{
|
|
unsigned int size;
|
|
|
|
if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
|
|
continue;
|
|
|
|
if (set[i] == ~0u)
|
|
set[i] = 0;
|
|
|
|
size = 0;
|
|
if (!(set[i] & WINED3DSP_WRITEMASK_0))
|
|
reg_mask[size++] = 'x';
|
|
if (!(set[i] & WINED3DSP_WRITEMASK_1))
|
|
reg_mask[size++] = 'y';
|
|
if (!(set[i] & WINED3DSP_WRITEMASK_2))
|
|
reg_mask[size++] = 'z';
|
|
if (!(set[i] & WINED3DSP_WRITEMASK_3))
|
|
reg_mask[size++] = 'w';
|
|
reg_mask[size] = '\0';
|
|
|
|
if (i == in_count)
|
|
string_buffer_sprintf(destination, "gl_FrontColor");
|
|
else if (i == in_count + 1)
|
|
string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
|
|
else
|
|
string_buffer_sprintf(destination, "%s[%u]", out_array_name, i);
|
|
|
|
if (size == 1)
|
|
shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
|
|
else
|
|
shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
|
|
}
|
|
|
|
heap_free(set);
|
|
string_buffer_release(&priv->string_buffers, destination);
|
|
}
|
|
|
|
static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
|
|
unsigned int input_count, const struct wined3d_shader_signature *output_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name,
|
|
BOOL rasterizer_setup)
|
|
{
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
char reg_mask[6];
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < output_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
|
|
|
|
if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
|
|
continue;
|
|
|
|
if (output->stream_idx)
|
|
continue;
|
|
|
|
if (output->register_idx >= input_count)
|
|
continue;
|
|
|
|
shader_glsl_write_mask_to_str(output->mask, reg_mask);
|
|
|
|
shader_addline(buffer,
|
|
rasterizer_setup ? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
|
|
output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_signature_element *element, DWORD clip_or_cull_distance_mask)
|
|
{
|
|
unsigned int i, clip_or_cull_index;
|
|
const char *name;
|
|
char reg_mask[6];
|
|
|
|
name = element->sysval_semantic == WINED3D_SV_CLIP_DISTANCE ? "Clip" : "Cull";
|
|
/* Assign consecutive indices starting from 0. */
|
|
clip_or_cull_index = element->semantic_idx ? wined3d_popcount(clip_or_cull_distance_mask & 0xf) : 0;
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
if (!(element->mask & (WINED3DSP_WRITEMASK_0 << i)))
|
|
continue;
|
|
|
|
shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0 << i, reg_mask);
|
|
shader_addline(buffer, "gl_%sDistance[%u] = outputs[%u]%s;\n",
|
|
name, clip_or_cull_index, element->register_idx, reg_mask);
|
|
++clip_or_cull_index;
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
|
|
const struct wined3d_gl_info *gl_info, const DWORD *map,
|
|
const struct wined3d_shader_signature *input_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_in, unsigned int input_count,
|
|
const struct wined3d_shader_signature *output_signature,
|
|
const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
|
|
{
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const char *semantic_name;
|
|
unsigned int semantic_idx;
|
|
char reg_mask[6];
|
|
unsigned int i;
|
|
|
|
/* First, sort out position and point size system values. */
|
|
for (i = 0; i < output_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
|
|
|
|
if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
|
|
continue;
|
|
|
|
if (output->stream_idx)
|
|
continue;
|
|
|
|
semantic_name = output->semantic_name;
|
|
semantic_idx = output->semantic_idx;
|
|
shader_glsl_write_mask_to_str(output->mask, reg_mask);
|
|
|
|
if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
|
|
{
|
|
shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n",
|
|
reg_mask, output->register_idx, reg_mask);
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
|
|
{
|
|
shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, "
|
|
"ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
|
|
}
|
|
else if (output->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx)
|
|
{
|
|
shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
|
|
output->register_idx, reg_mask);
|
|
}
|
|
else if (output->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
|
|
{
|
|
shader_addline(buffer, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
|
|
output->register_idx, reg_mask);
|
|
}
|
|
else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
|
|
{
|
|
shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask);
|
|
}
|
|
else if (output->sysval_semantic == WINED3D_SV_CULL_DISTANCE)
|
|
{
|
|
shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->cull_distance_mask);
|
|
}
|
|
else if (output->sysval_semantic)
|
|
{
|
|
FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
|
|
}
|
|
}
|
|
|
|
/* Then, setup the pixel shader input. */
|
|
if (reg_maps_out->shader_version.major < 4)
|
|
shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
|
|
output_signature, reg_maps_out);
|
|
else
|
|
shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out", TRUE);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv *priv,
|
|
const struct wined3d_shader *vs, const struct wined3d_shader *ps,
|
|
BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
|
|
DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const char *semantic_name;
|
|
UINT semantic_idx;
|
|
char reg_mask[6];
|
|
unsigned int i;
|
|
GLuint ret;
|
|
|
|
string_buffer_clear(buffer);
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
if (per_vertex_point_size)
|
|
{
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " float size_min;\n");
|
|
shader_addline(buffer, " float size_max;\n");
|
|
shader_addline(buffer, "} ffp_point;\n");
|
|
}
|
|
|
|
if (ps_major < 3)
|
|
{
|
|
DWORD colors_written_mask[2] = {0};
|
|
DWORD texcoords_written_mask[WINED3D_MAX_TEXTURES] = {0};
|
|
|
|
if (!legacy_syntax)
|
|
{
|
|
declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
|
|
declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
|
|
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output);
|
|
|
|
for (i = 0; i < vs->output_signature.element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
|
|
DWORD write_mask;
|
|
|
|
if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
|
|
continue;
|
|
|
|
semantic_name = output->semantic_name;
|
|
semantic_idx = output->semantic_idx;
|
|
write_mask = output->mask;
|
|
shader_glsl_write_mask_to_str(write_mask, reg_mask);
|
|
|
|
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
|
|
{
|
|
if (legacy_syntax)
|
|
shader_addline(buffer, "gl_Front%sColor%s = outputs[%u]%s;\n",
|
|
semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
|
|
else
|
|
shader_addline(buffer, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
|
|
semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
|
|
|
|
colors_written_mask[semantic_idx] = write_mask;
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
|
|
{
|
|
shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n",
|
|
reg_mask, output->register_idx, reg_mask);
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
|
|
{
|
|
if (semantic_idx < WINED3D_MAX_TEXTURES)
|
|
{
|
|
shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n",
|
|
legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord",
|
|
semantic_idx, reg_mask, output->register_idx, reg_mask);
|
|
texcoords_written_mask[semantic_idx] = write_mask;
|
|
}
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
|
|
{
|
|
shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, "
|
|
"ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
|
|
}
|
|
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
|
|
{
|
|
shader_addline(buffer, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
|
|
legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
|
|
output->register_idx, reg_mask[1]);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < 2; ++i)
|
|
{
|
|
if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
|
|
{
|
|
shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
|
|
if (!i)
|
|
shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
|
|
legacy_syntax ? "gl_FrontColor" : "ffp_varying_diffuse",
|
|
reg_mask, reg_mask);
|
|
else
|
|
shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
|
|
legacy_syntax ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
|
|
reg_mask, reg_mask);
|
|
}
|
|
}
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
if (ps && !(ps->reg_maps.texcoord & (1u << i)))
|
|
continue;
|
|
|
|
if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
|
|
{
|
|
if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
|
|
&& !texcoords_written_mask[i])
|
|
continue;
|
|
|
|
shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
|
|
shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n",
|
|
legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
|
|
|
|
shader_glsl_declare_shader_outputs(gl_info, buffer, in_count, FALSE, NULL);
|
|
shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output);
|
|
shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
|
|
&ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
|
|
}
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
|
|
checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
|
|
shader_glsl_compile(gl_info, ret, buffer->buffer);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader *shader)
|
|
{
|
|
const struct wined3d_stream_output_desc *so_desc = &shader->u.gs.so_desc;
|
|
unsigned int i, register_idx, component_idx;
|
|
|
|
shader_addline(buffer, "out shader_in_out\n{\n");
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
const struct wined3d_stream_output_element *e = &so_desc->elements[i];
|
|
|
|
if (e->stream_idx)
|
|
{
|
|
FIXME("Unhandled stream %u.\n", e->stream_idx);
|
|
continue;
|
|
}
|
|
if (!e->semantic_name)
|
|
continue;
|
|
if (!shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx))
|
|
continue;
|
|
|
|
if (component_idx || e->component_count != 4)
|
|
{
|
|
if (e->component_count == 1)
|
|
shader_addline(buffer, "float");
|
|
else
|
|
shader_addline(buffer, "vec%u", e->component_count);
|
|
|
|
shader_addline(buffer, " reg%u_%u_%u;\n",
|
|
register_idx, component_idx, component_idx + e->component_count - 1);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "vec4 reg%u;\n", register_idx);
|
|
}
|
|
}
|
|
shader_addline(buffer, "} shader_out;\n");
|
|
|
|
shader_addline(buffer, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
|
|
shader->limits->packed_output);
|
|
for (i = 0; i < so_desc->element_count; ++i)
|
|
{
|
|
const struct wined3d_stream_output_element *e = &so_desc->elements[i];
|
|
|
|
if (e->stream_idx)
|
|
{
|
|
FIXME("Unhandled stream %u.\n", e->stream_idx);
|
|
continue;
|
|
}
|
|
if (!e->semantic_name)
|
|
continue;
|
|
if (!shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx))
|
|
continue;
|
|
|
|
if (component_idx || e->component_count != 4)
|
|
{
|
|
DWORD write_mask;
|
|
char str_mask[6];
|
|
|
|
write_mask = ((1u << e->component_count) - 1) << component_idx;
|
|
shader_glsl_write_mask_to_str(write_mask, str_mask);
|
|
shader_addline(buffer, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
|
|
register_idx, component_idx, component_idx + e->component_count - 1,
|
|
register_idx, str_mask);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "shader_out.reg%u = outputs[%u];\n", register_idx, register_idx);
|
|
}
|
|
}
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv,
|
|
const struct wined3d_shader *shader, unsigned int input_count,
|
|
const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup, const DWORD *interpolation_mode)
|
|
{
|
|
const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type);
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
|
|
if (rasterizer_setup)
|
|
input_count = min(vec4_varyings(4, gl_info), input_count);
|
|
|
|
if (input_count)
|
|
shader_glsl_declare_shader_outputs(gl_info, buffer, input_count, rasterizer_setup, interpolation_mode);
|
|
|
|
shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
|
|
prefix, shader->limits->packed_output);
|
|
|
|
if (rasterizer_setup)
|
|
shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
|
|
NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
|
|
else
|
|
shader_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature,
|
|
&shader->reg_maps, "shader_out", rasterizer_setup);
|
|
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_signature_element *constant, unsigned int *user_constant_idx,
|
|
const char *reg_mask)
|
|
{
|
|
if (!constant->sysval_semantic)
|
|
{
|
|
shader_addline(buffer, "user_patch_constant[%u]%s", (*user_constant_idx)++, reg_mask);
|
|
return;
|
|
}
|
|
|
|
switch (constant->sysval_semantic)
|
|
{
|
|
case WINED3D_SV_TESS_FACTOR_QUADEDGE:
|
|
case WINED3D_SV_TESS_FACTOR_TRIEDGE:
|
|
case WINED3D_SV_TESS_FACTOR_LINEDET:
|
|
case WINED3D_SV_TESS_FACTOR_LINEDEN:
|
|
shader_addline(buffer, "gl_TessLevelOuter[%u]", constant->semantic_idx);
|
|
break;
|
|
case WINED3D_SV_TESS_FACTOR_QUADINT:
|
|
case WINED3D_SV_TESS_FACTOR_TRIINT:
|
|
shader_addline(buffer, "gl_TessLevelInner[%u]", constant->semantic_idx);
|
|
break;
|
|
default:
|
|
FIXME("Unhandled sysval semantic %#x.\n", constant->sysval_semantic);
|
|
shader_addline(buffer, "vec4(0.0)%s", reg_mask);
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_signature *signature, BOOL input_setup)
|
|
{
|
|
unsigned int i, register_count, user_constant_index, user_constant_count;
|
|
|
|
register_count = user_constant_count = 0;
|
|
for (i = 0; i < signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *constant = &signature->elements[i];
|
|
register_count = max(constant->register_idx + 1, register_count);
|
|
if (!constant->sysval_semantic)
|
|
++user_constant_count;
|
|
}
|
|
|
|
if (user_constant_count)
|
|
shader_addline(buffer, "patch %s vec4 user_patch_constant[%u];\n",
|
|
input_setup ? "in" : "out", user_constant_count);
|
|
if (input_setup)
|
|
shader_addline(buffer, "vec4 vpc[%u];\n", register_count);
|
|
|
|
shader_addline(buffer, "void setup_patch_constant_%s()\n{\n", input_setup ? "input" : "output");
|
|
for (i = 0, user_constant_index = 0; i < signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *constant = &signature->elements[i];
|
|
char reg_mask[6];
|
|
|
|
shader_glsl_write_mask_to_str(constant->mask, reg_mask);
|
|
|
|
if (input_setup)
|
|
shader_addline(buffer, "vpc[%u]%s", constant->register_idx, reg_mask);
|
|
else
|
|
shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask);
|
|
|
|
shader_addline(buffer, " = ");
|
|
|
|
if (input_setup)
|
|
shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask);
|
|
else
|
|
shader_addline(buffer, "hs_out[%u]%s", constant->register_idx, reg_mask);
|
|
|
|
shader_addline(buffer, ";\n");
|
|
}
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info)
|
|
{
|
|
const char *output = get_fragment_output(gl_info);
|
|
|
|
shader_addline(buffer, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output);
|
|
shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
|
|
shader_addline(buffer, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output);
|
|
shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output);
|
|
shader_addline(buffer, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output);
|
|
shader_addline(buffer, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output, output);
|
|
}
|
|
|
|
static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode)
|
|
{
|
|
const char *output = get_fragment_output(gl_info);
|
|
|
|
switch (mode)
|
|
{
|
|
case WINED3D_FFP_PS_FOG_OFF:
|
|
return;
|
|
|
|
case WINED3D_FFP_PS_FOG_LINEAR:
|
|
shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
|
|
break;
|
|
|
|
case WINED3D_FFP_PS_FOG_EXP:
|
|
shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
|
|
break;
|
|
|
|
case WINED3D_FFP_PS_FOG_EXP2:
|
|
shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density"
|
|
" * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
|
|
break;
|
|
|
|
default:
|
|
ERR("Invalid fog mode %#x.\n", mode);
|
|
return;
|
|
}
|
|
|
|
shader_addline(buffer, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
|
|
output, output);
|
|
}
|
|
|
|
static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func)
|
|
{
|
|
/* alpha_func is the PASS condition, not the DISCARD condition. Instead of
|
|
* flipping all the operators here, just negate the comparison below. */
|
|
static const char * const comparison_operator[] =
|
|
{
|
|
"", /* WINED3D_CMP_NEVER */
|
|
"<", /* WINED3D_CMP_LESS */
|
|
"==", /* WINED3D_CMP_EQUAL */
|
|
"<=", /* WINED3D_CMP_LESSEQUAL */
|
|
">", /* WINED3D_CMP_GREATER */
|
|
"!=", /* WINED3D_CMP_NOTEQUAL */
|
|
">=", /* WINED3D_CMP_GREATEREQUAL */
|
|
"" /* WINED3D_CMP_ALWAYS */
|
|
};
|
|
|
|
if (alpha_func == WINED3D_CMP_ALWAYS)
|
|
return;
|
|
|
|
if (alpha_func != WINED3D_CMP_NEVER)
|
|
shader_addline(buffer, "if (!(%s[0].a %s alpha_test_ref))\n",
|
|
get_fragment_output(gl_info), comparison_operator[alpha_func - WINED3D_CMP_NEVER]);
|
|
shader_addline(buffer, " discard;\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *buffer,
|
|
const char *colour, const char *colour_key_low, const char *colour_key_high)
|
|
{
|
|
shader_addline(buffer, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
|
|
colour, colour_key_low, colour, colour_key_high);
|
|
shader_addline(buffer, " discard;\n");
|
|
}
|
|
|
|
static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info)
|
|
{
|
|
if (gl_info->supported[ARB_CULL_DISTANCE])
|
|
shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n");
|
|
if (gl_info->supported[ARB_GPU_SHADER5])
|
|
shader_addline(buffer, "#extension GL_ARB_gpu_shader5 : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_atomic_counters : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_image_load_store : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_IMAGE_SIZE])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_image_size : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_STORAGE_BUFFER_OBJECT])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_texture_image_samples : enable\n");
|
|
if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
|
|
shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n");
|
|
if (gl_info->supported[ARB_SHADING_LANGUAGE_PACKING])
|
|
shader_addline(buffer, "#extension GL_ARB_shading_language_packing : enable\n");
|
|
if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
|
|
shader_addline(buffer, "#extension GL_ARB_texture_cube_map_array : enable\n");
|
|
if (gl_info->supported[ARB_TEXTURE_GATHER])
|
|
shader_addline(buffer, "#extension GL_ARB_texture_gather : enable\n");
|
|
if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
|
|
shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
|
|
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
|
|
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
|
|
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
|
|
shader_addline(buffer, "#extension GL_ARB_viewport_array : enable\n");
|
|
if (gl_info->supported[EXT_GPU_SHADER4])
|
|
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
|
|
if (gl_info->supported[EXT_TEXTURE_ARRAY])
|
|
shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_color_output(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const struct wined3d_shader *shader,
|
|
const struct ps_compile_args *args, struct wined3d_string_buffer_list *string_buffers)
|
|
{
|
|
const struct wined3d_shader_signature *output_signature = &shader->output_signature;
|
|
struct wined3d_string_buffer *src, *assignment;
|
|
enum wined3d_data_type dst_data_type;
|
|
const char *swizzle;
|
|
unsigned int i;
|
|
|
|
if (output_signature->element_count)
|
|
{
|
|
src = string_buffer_get(string_buffers);
|
|
assignment = string_buffer_get(string_buffers);
|
|
for (i = 0; i < output_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
|
|
|
|
/* register_idx is set to ~0u for non-color outputs. */
|
|
if (output->register_idx == ~0u)
|
|
continue;
|
|
if ((unsigned int)output->component_type >= ARRAY_SIZE(component_type_info))
|
|
{
|
|
FIXME("Unhandled component type %#x.\n", output->component_type);
|
|
continue;
|
|
}
|
|
dst_data_type = component_type_info[output->component_type].data_type;
|
|
shader_addline(buffer, "color_out%u = ", output->semantic_idx);
|
|
string_buffer_sprintf(src, "ps_out[%u]", output->semantic_idx);
|
|
shader_glsl_sprintf_cast(assignment, src->buffer, dst_data_type, WINED3D_DATA_FLOAT);
|
|
swizzle = args->rt_alpha_swizzle & (1u << output->semantic_idx) ? ".argb" : "";
|
|
shader_addline(buffer, "%s%s;\n", assignment->buffer, swizzle);
|
|
}
|
|
string_buffer_release(string_buffers, src);
|
|
string_buffer_release(string_buffers, assignment);
|
|
}
|
|
else
|
|
{
|
|
DWORD mask = shader->reg_maps.rt_mask;
|
|
|
|
while (mask)
|
|
{
|
|
i = wined3d_bit_scan(&mask);
|
|
swizzle = args->rt_alpha_swizzle & (1u << i) ? ".argb" : "";
|
|
shader_addline(buffer, "color_out%u = ps_out[%u]%s;\n", i, i, swizzle);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
|
|
const struct ps_compile_args *args, struct wined3d_string_buffer_list *string_buffers)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
|
|
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
|
|
if (reg_maps->shader_version.major < 2)
|
|
shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
|
|
|
|
if (args->srgb_correction)
|
|
shader_glsl_generate_srgb_write_correction(buffer, gl_info);
|
|
|
|
/* SM < 3 does not replace the fog stage. */
|
|
if (reg_maps->shader_version.major < 3)
|
|
shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
|
|
|
|
shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
|
|
|
|
if (reg_maps->sample_mask)
|
|
shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
|
|
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
shader_glsl_generate_color_output(buffer, gl_info, shader, args, string_buffers);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
|
|
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
|
|
const struct wined3d_shader *shader,
|
|
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
|
|
{
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
const char *prefix = shader_glsl_get_prefix(version->type);
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
|
|
unsigned int i, extra_constants_needed = 0;
|
|
struct shader_glsl_ctx_priv priv_ctx;
|
|
GLuint shader_id;
|
|
DWORD map;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.cur_ps_args = args;
|
|
priv_ctx.cur_np2fixup_info = np2fixup_info;
|
|
priv_ctx.string_buffers = string_buffers;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
shader_glsl_enable_extensions(buffer, gl_info);
|
|
if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
|
|
shader_addline(buffer, "#extension GL_ARB_conservative_depth : enable\n");
|
|
if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
|
|
shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
|
|
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
|
|
shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
|
|
if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
|
|
shader_addline(buffer, "#extension GL_ARB_fragment_layer_viewport : enable\n");
|
|
if (gl_info->supported[ARB_SAMPLE_SHADING])
|
|
shader_addline(buffer, "#extension GL_ARB_sample_shading : 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");
|
|
|
|
/* Base Declarations */
|
|
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
|
|
|
|
if (gl_info->supported[ARB_CONSERVATIVE_DEPTH])
|
|
{
|
|
if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTGE)
|
|
shader_addline(buffer, "layout (depth_greater) out float gl_FragDepth;\n");
|
|
else if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTLE)
|
|
shader_addline(buffer, "layout (depth_less) out float gl_FragDepth;\n");
|
|
}
|
|
|
|
/* 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 (args->np2_fixup)
|
|
{
|
|
struct ps_np2fixup_info *fixup = priv_ctx.cur_np2fixup_info;
|
|
unsigned int cur = 0;
|
|
|
|
/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
|
|
* while D3D has them in the (normalized) [0,1]x[0,1] range.
|
|
* samplerNP2Fixup stores texture dimensions and is updated through
|
|
* shader_glsl_load_np2fixup_constants when the sampler changes. */
|
|
|
|
for (i = 0; i < shader->limits->sampler; ++i)
|
|
{
|
|
if (!reg_maps->resource_info[i].type || !(args->np2_fixup & (1u << i)))
|
|
continue;
|
|
|
|
if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
|
|
{
|
|
FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
|
|
continue;
|
|
}
|
|
|
|
fixup->idx[i] = cur++;
|
|
}
|
|
|
|
fixup->num_consts = (cur + 1) >> 1;
|
|
fixup->active = args->np2_fixup;
|
|
shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
|
|
}
|
|
|
|
if (version->major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
|
|
{
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " vec4 color;\n");
|
|
shader_addline(buffer, " float density;\n");
|
|
shader_addline(buffer, " float end;\n");
|
|
shader_addline(buffer, " float scale;\n");
|
|
shader_addline(buffer, "} ffp_fog;\n");
|
|
|
|
if (needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
if (glsl_is_color_reg_read(shader, 0))
|
|
shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
|
|
if (glsl_is_color_reg_read(shader, 1))
|
|
shader_addline(buffer, "vec4 ffp_varying_specular;\n");
|
|
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
else
|
|
{
|
|
if (glsl_is_color_reg_read(shader, 0))
|
|
declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
|
|
if (glsl_is_color_reg_read(shader, 1))
|
|
declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
|
|
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
}
|
|
|
|
if (version->major >= 3)
|
|
{
|
|
unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
|
|
|
|
if (args->vp_mode == WINED3D_VP_MODE_SHADER && reg_maps->input_registers)
|
|
shader_glsl_declare_shader_inputs(gl_info, buffer, in_count,
|
|
shader->u.ps.interpolation_mode, version->major >= 4);
|
|
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 & (1u << 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 (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 (reg_maps->usesdsy || !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
|
|
{
|
|
++extra_constants_needed;
|
|
shader_addline(buffer, "uniform vec4 ycorrection;\n");
|
|
}
|
|
if (reg_maps->vpos)
|
|
{
|
|
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
|
|
{
|
|
if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
|
|
shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
|
|
args->render_offscreen ? "" : "origin_upper_left, ");
|
|
else if (!args->render_offscreen)
|
|
shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
|
|
}
|
|
shader_addline(buffer, "vec4 vpos;\n");
|
|
}
|
|
}
|
|
|
|
if (args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
|
|
shader_addline(buffer, "uniform float alpha_test_ref;\n");
|
|
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
const struct wined3d_shader_signature *output_signature = &shader->output_signature;
|
|
|
|
shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers);
|
|
if (output_signature->element_count)
|
|
{
|
|
for (i = 0; i < output_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
|
|
|
|
if (output->register_idx == ~0u)
|
|
continue;
|
|
if ((unsigned int)output->component_type >= ARRAY_SIZE(component_type_info))
|
|
{
|
|
FIXME("Unhandled component type %#x.\n", output->component_type);
|
|
continue;
|
|
}
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "layout(location = %u) ", output->semantic_idx);
|
|
shader_addline(buffer, "out %s4 color_out%u;\n",
|
|
component_type_info[output->component_type].glsl_vector_type, output->semantic_idx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DWORD mask = reg_maps->rt_mask;
|
|
|
|
while (mask)
|
|
{
|
|
i = wined3d_bit_scan(&mask);
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "layout(location = %u) ", i);
|
|
shader_addline(buffer, "out vec4 color_out%u;\n", i);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
|
|
FIXME("Insufficient uniforms to run this shader.\n");
|
|
|
|
if (shader->u.ps.force_early_depth_stencil)
|
|
shader_addline(buffer, "layout(early_fragment_tests) in;\n");
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
|
|
if (reg_maps->sample_mask)
|
|
shader_addline(buffer, "float sample_mask = uintBitsToFloat(0xffffffffu);\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 (reg_maps->vpos)
|
|
{
|
|
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
|
|
shader_addline(buffer, "vpos = gl_FragCoord;\n");
|
|
else if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
|
|
shader_addline(buffer,
|
|
"vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
|
|
else
|
|
shader_addline(buffer,
|
|
"vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
|
|
}
|
|
|
|
if (reg_maps->shader_version.major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER)
|
|
{
|
|
unsigned int i;
|
|
WORD map = reg_maps->texcoord;
|
|
|
|
if (legacy_syntax)
|
|
{
|
|
if (glsl_is_color_reg_read(shader, 0))
|
|
shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
|
|
if (glsl_is_color_reg_read(shader, 1))
|
|
shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
|
|
}
|
|
|
|
for (i = 0; map; map >>= 1, ++i)
|
|
{
|
|
if (map & 1)
|
|
{
|
|
if (args->pointsprite)
|
|
shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i);
|
|
else if (args->texcoords_initialized & (1u << i))
|
|
shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i,
|
|
legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i);
|
|
else
|
|
shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i);
|
|
shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i);
|
|
}
|
|
}
|
|
|
|
if (legacy_syntax)
|
|
shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
|
|
}
|
|
|
|
/* Pack 3.0 inputs */
|
|
if (reg_maps->shader_version.major >= 3)
|
|
shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info,
|
|
reg_maps->shader_version.major >= 4);
|
|
|
|
/* Base Shader Body */
|
|
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
|
|
return 0;
|
|
|
|
/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
|
|
if (reg_maps->shader_version.major < 4)
|
|
shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args, string_buffers);
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
|
|
TRACE("Compiling shader object %u.\n", shader_id);
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_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 BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
|
|
unsigned int i;
|
|
|
|
/* Unpack outputs. */
|
|
shader_addline(buffer, "setup_vs_output(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 (reg_maps->shader_version.major < 3)
|
|
{
|
|
if (args->fog_src == VS_FOG_Z)
|
|
shader_addline(buffer, "%s = gl_Position.z;\n",
|
|
legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
|
|
else if (!reg_maps->fog)
|
|
shader_addline(buffer, "%s = 0.0;\n",
|
|
legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
|
|
}
|
|
|
|
/* We always store the clipplanes without y inversion. */
|
|
if (args->clip_enabled)
|
|
{
|
|
if (legacy_syntax)
|
|
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
|
|
else
|
|
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
|
|
shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
|
|
}
|
|
|
|
if (args->point_size && !args->per_vertex_point_size)
|
|
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
|
|
|
|
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_glsl_fixup_position(buffer, FALSE);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
|
|
{
|
|
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
const struct wined3d_shader_version *version = ®_maps->shader_version;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct shader_glsl_ctx_priv priv_ctx;
|
|
GLuint shader_id;
|
|
unsigned int i;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.cur_vs_args = args;
|
|
priv_ctx.string_buffers = string_buffers;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
shader_glsl_enable_extensions(buffer, gl_info);
|
|
if (gl_info->supported[ARB_DRAW_INSTANCED])
|
|
shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
|
|
if (gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY])
|
|
shader_addline(buffer, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
|
|
|
|
/* Base Declarations */
|
|
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
|
|
|
|
for (i = 0; i < shader->input_signature.element_count; ++i)
|
|
shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]);
|
|
|
|
if (args->point_size && !args->per_vertex_point_size)
|
|
{
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " float size;\n");
|
|
shader_addline(buffer, " float size_min;\n");
|
|
shader_addline(buffer, " float size_max;\n");
|
|
shader_addline(buffer, "} ffp_point;\n");
|
|
}
|
|
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
if (args->clip_enabled)
|
|
shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
|
|
|
|
if (version->major < 3)
|
|
{
|
|
declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n");
|
|
declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n");
|
|
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
}
|
|
|
|
if (version->major < 4)
|
|
shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
|
|
|
|
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
|
|
|
|
if (reg_maps->shader_version.major >= 4)
|
|
shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count,
|
|
gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode);
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
|
|
if (reg_maps->input_rel_addressing)
|
|
{
|
|
unsigned int highest_input_register = wined3d_log2i(reg_maps->input_registers);
|
|
shader_addline(buffer, "vec4 vs_in[%u];\n", highest_input_register + 1);
|
|
for (i = 0; i < shader->input_signature.element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
|
|
shader_addline(buffer, "vs_in[%u] = vs_in%u;\n", e->register_idx, e->register_idx);
|
|
}
|
|
}
|
|
|
|
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
|
|
return 0;
|
|
|
|
/* In SM4+ the shader epilogue is generated by the "ret" instruction. */
|
|
if (reg_maps->shader_version.major < 4)
|
|
shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
|
|
TRACE("Compiling shader object %u.\n", shader_id);
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader *shader,
|
|
struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps)
|
|
{
|
|
const struct wined3d_shader_signature *output_signature = &shader->output_signature;
|
|
char reg_mask[6];
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < output_signature->element_count; ++i)
|
|
{
|
|
const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
|
|
|
|
shader_glsl_write_mask_to_str(output->mask, reg_mask);
|
|
shader_addline(buffer, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
|
|
output->register_idx, reg_mask, output->register_idx, reg_mask);
|
|
}
|
|
}
|
|
|
|
static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *shader,
|
|
struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps,
|
|
struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase,
|
|
const char *phase_name, unsigned phase_idx)
|
|
{
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n",
|
|
phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : "");
|
|
for (i = 0; i < phase->temporary_count; ++i)
|
|
shader_addline(buffer, "vec4 R%u;\n", i);
|
|
hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end);
|
|
shader_addline(buffer, "}\n");
|
|
return hr;
|
|
}
|
|
|
|
static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_shader_phase *phase, const char *phase_name, unsigned int phase_idx)
|
|
{
|
|
if (phase->instance_count)
|
|
{
|
|
shader_addline(buffer, "for (int i = 0; i < %u; ++i)\n{\n", phase->instance_count);
|
|
shader_addline(buffer, "hs_%s_phase%u(i);\n", phase_name, phase_idx);
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "hs_%s_phase%u();\n", phase_name, phase_idx);
|
|
}
|
|
}
|
|
|
|
static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, const struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_hull_shader *hs = &shader->u.hs;
|
|
const struct wined3d_shader_phase *phase;
|
|
struct shader_glsl_ctx_priv priv_ctx;
|
|
GLuint shader_id;
|
|
unsigned int i;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.string_buffers = string_buffers;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
shader_glsl_enable_extensions(buffer, gl_info);
|
|
shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
|
|
|
|
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
|
|
|
|
shader_addline(buffer, "layout(vertices = %u) out;\n", hs->output_vertex_count);
|
|
|
|
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
|
|
shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader->limits->packed_output);
|
|
|
|
shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, FALSE);
|
|
|
|
if (hs->phases.control_point)
|
|
{
|
|
shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
|
|
shader->limits->packed_output);
|
|
shader_glsl_setup_sm4_shader_output(priv, shader->limits->packed_output, &shader->output_signature,
|
|
&shader->reg_maps, "shader_out[gl_InvocationID]", FALSE);
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
shader_addline(buffer, "void hs_control_point_phase()\n{\n");
|
|
if ((phase = hs->phases.control_point))
|
|
{
|
|
for (i = 0; i < phase->temporary_count; ++i)
|
|
shader_addline(buffer, "vec4 R%u;\n", i);
|
|
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end)))
|
|
return 0;
|
|
shader_addline(buffer, "setup_hs_output(hs_out);\n");
|
|
}
|
|
else
|
|
{
|
|
shader_glsl_generate_default_control_point_phase(shader, buffer, reg_maps);
|
|
}
|
|
shader_addline(buffer, "}\n");
|
|
|
|
for (i = 0; i < hs->phases.fork_count; ++i)
|
|
{
|
|
if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
|
|
&hs->phases.fork[i], "fork", i)))
|
|
return 0;
|
|
}
|
|
|
|
for (i = 0; i < hs->phases.join_count; ++i)
|
|
{
|
|
if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx,
|
|
&hs->phases.join[i], "join", i)))
|
|
return 0;
|
|
}
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
shader_addline(buffer, "hs_control_point_phase();\n");
|
|
if (reg_maps->vocp)
|
|
shader_addline(buffer, "barrier();\n");
|
|
for (i = 0; i < hs->phases.fork_count; ++i)
|
|
shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i);
|
|
for (i = 0; i < hs->phases.join_count; ++i)
|
|
shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i);
|
|
shader_addline(buffer, "setup_patch_constant_output();\n");
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER));
|
|
TRACE("Compiling shader object %u.\n", shader_id);
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_info,
|
|
struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
|
|
const struct ds_compile_args *args)
|
|
{
|
|
shader_addline(buffer, "setup_ds_output(ds_out);\n");
|
|
|
|
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_glsl_fixup_position(buffer, FALSE);
|
|
}
|
|
|
|
static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct ds_compile_args *args)
|
|
{
|
|
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct shader_glsl_ctx_priv priv_ctx;
|
|
GLuint shader_id;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.cur_ds_args = args;
|
|
priv_ctx.string_buffers = string_buffers;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
shader_glsl_enable_extensions(buffer, gl_info);
|
|
shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n");
|
|
|
|
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
|
|
|
|
shader_addline(buffer, "layout(");
|
|
switch (shader->u.ds.tessellator_domain)
|
|
{
|
|
case WINED3D_TESSELLATOR_DOMAIN_LINE:
|
|
shader_addline(buffer, "isolines");
|
|
break;
|
|
case WINED3D_TESSELLATOR_DOMAIN_QUAD:
|
|
shader_addline(buffer, "quads");
|
|
break;
|
|
case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE:
|
|
shader_addline(buffer, "triangles");
|
|
break;
|
|
}
|
|
switch (args->tessellator_output_primitive)
|
|
{
|
|
case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW:
|
|
if (args->render_offscreen)
|
|
shader_addline(buffer, ", ccw");
|
|
else
|
|
shader_addline(buffer, ", cw");
|
|
break;
|
|
case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW:
|
|
if (args->render_offscreen)
|
|
shader_addline(buffer, ", cw");
|
|
else
|
|
shader_addline(buffer, ", ccw");
|
|
break;
|
|
case WINED3D_TESSELLATOR_OUTPUT_POINT:
|
|
shader_addline(buffer, ", point_mode");
|
|
break;
|
|
case WINED3D_TESSELLATOR_OUTPUT_LINE:
|
|
break;
|
|
}
|
|
switch (args->tessellator_partitioning)
|
|
{
|
|
case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
|
|
shader_addline(buffer, ", fractional_odd_spacing");
|
|
break;
|
|
case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
|
|
shader_addline(buffer, ", fractional_even_spacing");
|
|
break;
|
|
case WINED3D_TESSELLATOR_PARTITIONING_INTEGER:
|
|
case WINED3D_TESSELLATOR_PARTITIONING_POW2:
|
|
shader_addline(buffer, ", equal_spacing");
|
|
break;
|
|
}
|
|
shader_addline(buffer, ") in;\n");
|
|
|
|
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
|
|
|
|
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
|
|
|
|
shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info,
|
|
args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode);
|
|
shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, TRUE);
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
shader_addline(buffer, "setup_patch_constant_input();\n");
|
|
|
|
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
|
|
return 0;
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER));
|
|
TRACE("Compiling shader object %u.\n", shader_id);
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
|
|
{
|
|
struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_shader_signature_element *output;
|
|
enum wined3d_primitive_type primitive_type;
|
|
struct shader_glsl_ctx_priv priv_ctx;
|
|
unsigned int max_vertices;
|
|
unsigned int i, j;
|
|
GLuint shader_id;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.string_buffers = string_buffers;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
shader_glsl_enable_extensions(buffer, gl_info);
|
|
|
|
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
|
|
|
|
primitive_type = shader->u.gs.input_type ? shader->u.gs.input_type : args->primitive_type;
|
|
shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(primitive_type));
|
|
if (shader->u.gs.instance_count > 1)
|
|
shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count);
|
|
shader_addline(buffer, ") in;\n");
|
|
|
|
primitive_type = shader->u.gs.output_type ? shader->u.gs.output_type : args->primitive_type;
|
|
if (!(max_vertices = shader->u.gs.vertices_out))
|
|
{
|
|
switch (args->primitive_type)
|
|
{
|
|
case WINED3D_PT_POINTLIST:
|
|
max_vertices = 1;
|
|
break;
|
|
case WINED3D_PT_LINELIST:
|
|
max_vertices = 2;
|
|
break;
|
|
case WINED3D_PT_TRIANGLELIST:
|
|
max_vertices = 3;
|
|
break;
|
|
default:
|
|
FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args->primitive_type));
|
|
break;
|
|
}
|
|
}
|
|
shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
|
|
glsl_primitive_type_from_d3d(primitive_type), max_vertices);
|
|
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
|
|
|
|
if (!gl_info->supported[ARB_CLIP_CONTROL])
|
|
{
|
|
shader_addline(buffer, "uniform vec4 pos_fixup");
|
|
if (reg_maps->viewport_array)
|
|
shader_addline(buffer, "[%u]", WINED3D_MAX_VIEWPORTS);
|
|
shader_addline(buffer, ";\n");
|
|
}
|
|
|
|
if (is_rasterization_disabled(shader))
|
|
{
|
|
shader_glsl_generate_stream_output_setup(buffer, shader);
|
|
}
|
|
else
|
|
{
|
|
shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count,
|
|
gl_info, TRUE, args->interpolation_mode);
|
|
}
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
if (shader->function)
|
|
{
|
|
if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL)))
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < max_vertices; ++i)
|
|
{
|
|
for (j = 0; j < shader->output_signature.element_count; ++j)
|
|
{
|
|
output = &shader->output_signature.elements[j];
|
|
shader_addline(buffer, "gs_out[%u] = shader_in[%u].reg[%u];\n",
|
|
output->register_idx, i, output->register_idx);
|
|
}
|
|
shader_addline(buffer, "setup_gs_output(gs_out);\n");
|
|
if (!gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_glsl_fixup_position(buffer, FALSE);
|
|
shader_addline(buffer, "EmitVertex();\n");
|
|
}
|
|
}
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
|
|
TRACE("Compiling shader object %u.\n", shader_id);
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
|
|
{
|
|
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
|
|
const struct wined3d_gl_info *gl_info = ctx->gl_info;
|
|
struct wined3d_string_buffer *buffer = ctx->buffer;
|
|
const struct wined3d_shader *shader = ctx->shader;
|
|
|
|
switch (shader->reg_maps.shader_version.type)
|
|
{
|
|
case WINED3D_SHADER_TYPE_PIXEL:
|
|
shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, priv->cur_ps_args, priv->string_buffers);
|
|
break;
|
|
case WINED3D_SHADER_TYPE_VERTEX:
|
|
shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, priv->cur_vs_args);
|
|
break;
|
|
case WINED3D_SHADER_TYPE_DOMAIN:
|
|
shader_glsl_generate_ds_epilogue(gl_info, buffer, shader, priv->cur_ds_args);
|
|
break;
|
|
case WINED3D_SHADER_TYPE_GEOMETRY:
|
|
case WINED3D_SHADER_TYPE_COMPUTE:
|
|
break;
|
|
default:
|
|
FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context *context,
|
|
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
|
|
const struct wined3d_shader *shader)
|
|
{
|
|
const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size;
|
|
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct shader_glsl_ctx_priv priv_ctx;
|
|
GLuint shader_id;
|
|
unsigned int i;
|
|
|
|
memset(&priv_ctx, 0, sizeof(priv_ctx));
|
|
priv_ctx.string_buffers = string_buffers;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
shader_glsl_enable_extensions(buffer, gl_info);
|
|
shader_addline(buffer, "#extension GL_ARB_compute_shader : enable\n");
|
|
|
|
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
|
|
|
|
for (i = 0; i < reg_maps->tgsm_count; ++i)
|
|
{
|
|
if (reg_maps->tgsm[i].size)
|
|
shader_addline(buffer, "shared uint cs_g%u[%u];\n", i, reg_maps->tgsm[i].size);
|
|
}
|
|
|
|
shader_addline(buffer, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
|
|
thread_group_size->x, thread_group_size->y, thread_group_size->z);
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL);
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER));
|
|
TRACE("Compiling shader object %u.\n", shader_id);
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
return shader_id;
|
|
}
|
|
|
|
static GLuint find_glsl_pshader(const struct wined3d_context *context,
|
|
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
|
|
struct wined3d_shader *shader,
|
|
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
|
|
{
|
|
struct glsl_ps_compiled_shader *gl_shaders, *new_array;
|
|
struct glsl_shader_private *shader_data;
|
|
struct ps_np2fixup_info *np2fixup;
|
|
UINT i;
|
|
DWORD new_size;
|
|
GLuint ret;
|
|
|
|
if (!shader->backend_data)
|
|
{
|
|
if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
|
|
{
|
|
ERR("Failed to allocate backend data.\n");
|
|
return 0;
|
|
}
|
|
}
|
|
shader_data = shader->backend_data;
|
|
gl_shaders = shader_data->gl_shaders.ps;
|
|
|
|
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
|
* so a linear search is more performant than a hashmap or a binary search
|
|
* (cache coherency etc)
|
|
*/
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
|
|
{
|
|
if (args->np2_fixup)
|
|
*np2fixup_info = &gl_shaders[i].np2fixup;
|
|
return gl_shaders[i].id;
|
|
}
|
|
}
|
|
|
|
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
|
if (shader_data->shader_array_size == shader_data->num_gl_shaders)
|
|
{
|
|
if (shader_data->num_gl_shaders)
|
|
{
|
|
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
|
new_array = heap_realloc(shader_data->gl_shaders.ps, new_size * sizeof(*gl_shaders));
|
|
}
|
|
else
|
|
{
|
|
new_array = heap_alloc(sizeof(*gl_shaders));
|
|
new_size = 1;
|
|
}
|
|
|
|
if(!new_array) {
|
|
ERR("Out of memory\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders.ps = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
gl_shaders = new_array;
|
|
}
|
|
|
|
gl_shaders[shader_data->num_gl_shaders].args = *args;
|
|
|
|
np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
|
|
memset(np2fixup, 0, sizeof(*np2fixup));
|
|
*np2fixup_info = args->np2_fixup ? np2fixup : NULL;
|
|
|
|
pixelshader_update_resource_types(shader, args->tex_types);
|
|
|
|
string_buffer_clear(buffer);
|
|
ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
|
|
gl_shaders[shader_data->num_gl_shaders++].id = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
|
|
const DWORD use_map)
|
|
{
|
|
if ((stored->swizzle_map & use_map) != new->swizzle_map)
|
|
return FALSE;
|
|
if ((stored->clip_enabled) != new->clip_enabled)
|
|
return FALSE;
|
|
if (stored->point_size != new->point_size)
|
|
return FALSE;
|
|
if (stored->per_vertex_point_size != new->per_vertex_point_size)
|
|
return FALSE;
|
|
if (stored->flatshading != new->flatshading)
|
|
return FALSE;
|
|
if (stored->next_shader_type != new->next_shader_type)
|
|
return FALSE;
|
|
if (stored->next_shader_input_count != new->next_shader_input_count)
|
|
return FALSE;
|
|
if (stored->fog_src != new->fog_src)
|
|
return FALSE;
|
|
return !memcmp(stored->interpolation_mode, new->interpolation_mode, sizeof(new->interpolation_mode));
|
|
}
|
|
|
|
static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
|
|
struct wined3d_shader *shader, const struct vs_compile_args *args)
|
|
{
|
|
UINT i;
|
|
DWORD new_size;
|
|
DWORD use_map = context->stream_info.use_map;
|
|
struct glsl_vs_compiled_shader *gl_shaders, *new_array;
|
|
struct glsl_shader_private *shader_data;
|
|
GLuint ret;
|
|
|
|
if (!shader->backend_data)
|
|
{
|
|
if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
|
|
{
|
|
ERR("Failed to allocate backend data.\n");
|
|
return 0;
|
|
}
|
|
}
|
|
shader_data = shader->backend_data;
|
|
gl_shaders = shader_data->gl_shaders.vs;
|
|
|
|
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
|
* so a linear search is more performant than a hashmap or a binary search
|
|
* (cache coherency etc)
|
|
*/
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
if (vs_args_equal(&gl_shaders[i].args, args, use_map))
|
|
return gl_shaders[i].id;
|
|
}
|
|
|
|
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
|
|
|
if (shader_data->shader_array_size == shader_data->num_gl_shaders)
|
|
{
|
|
if (shader_data->num_gl_shaders)
|
|
{
|
|
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
|
|
new_array = heap_realloc(shader_data->gl_shaders.vs, new_size * sizeof(*gl_shaders));
|
|
}
|
|
else
|
|
{
|
|
new_array = heap_alloc(sizeof(*gl_shaders));
|
|
new_size = 1;
|
|
}
|
|
|
|
if(!new_array) {
|
|
ERR("Out of memory\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders.vs = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
gl_shaders = new_array;
|
|
}
|
|
|
|
gl_shaders[shader_data->num_gl_shaders].args = *args;
|
|
|
|
string_buffer_clear(&priv->shader_buffer);
|
|
ret = shader_glsl_generate_vshader(context, priv, shader, args);
|
|
gl_shaders[shader_data->num_gl_shaders++].id = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static GLuint find_glsl_hull_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
|
|
{
|
|
struct glsl_hs_compiled_shader *gl_shaders, *new_array;
|
|
struct glsl_shader_private *shader_data;
|
|
unsigned int new_size;
|
|
GLuint ret;
|
|
|
|
if (!shader->backend_data)
|
|
{
|
|
if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
|
|
{
|
|
ERR("Failed to allocate backend data.\n");
|
|
return 0;
|
|
}
|
|
}
|
|
shader_data = shader->backend_data;
|
|
gl_shaders = shader_data->gl_shaders.hs;
|
|
|
|
if (shader_data->num_gl_shaders > 0)
|
|
{
|
|
assert(shader_data->num_gl_shaders == 1);
|
|
return gl_shaders[0].id;
|
|
}
|
|
|
|
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
|
|
|
assert(!shader_data->gl_shaders.hs);
|
|
new_size = 1;
|
|
if (!(new_array = heap_alloc(sizeof(*new_array))))
|
|
{
|
|
ERR("Failed to allocate GL shaders array.\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders.hs = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
gl_shaders = new_array;
|
|
|
|
string_buffer_clear(&priv->shader_buffer);
|
|
ret = shader_glsl_generate_hull_shader(context, priv, shader);
|
|
gl_shaders[shader_data->num_gl_shaders++].id = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static GLuint find_glsl_domain_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args)
|
|
{
|
|
struct glsl_ds_compiled_shader *gl_shaders, *new_array;
|
|
struct glsl_shader_private *shader_data;
|
|
unsigned int i, new_size;
|
|
GLuint ret;
|
|
|
|
if (!shader->backend_data)
|
|
{
|
|
if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
|
|
{
|
|
ERR("Failed to allocate backend data.\n");
|
|
return 0;
|
|
}
|
|
}
|
|
shader_data = shader->backend_data;
|
|
gl_shaders = shader_data->gl_shaders.ds;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
|
|
return gl_shaders[i].id;
|
|
}
|
|
|
|
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
|
|
|
if (shader_data->num_gl_shaders)
|
|
{
|
|
new_size = shader_data->shader_array_size + 1;
|
|
new_array = heap_realloc(shader_data->gl_shaders.ds, new_size * sizeof(*new_array));
|
|
}
|
|
else
|
|
{
|
|
new_array = heap_alloc(sizeof(*new_array));
|
|
new_size = 1;
|
|
}
|
|
|
|
if (!new_array)
|
|
{
|
|
ERR("Failed to allocate GL shaders array.\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders.ds = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
gl_shaders = new_array;
|
|
|
|
string_buffer_clear(&priv->shader_buffer);
|
|
ret = shader_glsl_generate_domain_shader(context, priv, shader, args);
|
|
gl_shaders[shader_data->num_gl_shaders].args = *args;
|
|
gl_shaders[shader_data->num_gl_shaders++].id = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
|
|
{
|
|
struct glsl_gs_compiled_shader *gl_shaders, *new_array;
|
|
struct glsl_shader_private *shader_data;
|
|
unsigned int i, new_size;
|
|
GLuint ret;
|
|
|
|
if (!shader->backend_data)
|
|
{
|
|
if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
|
|
{
|
|
ERR("Failed to allocate backend data.\n");
|
|
return 0;
|
|
}
|
|
}
|
|
shader_data = shader->backend_data;
|
|
gl_shaders = shader_data->gl_shaders.gs;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
|
|
return gl_shaders[i].id;
|
|
}
|
|
|
|
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
|
|
|
|
if (shader_data->num_gl_shaders)
|
|
{
|
|
new_size = shader_data->shader_array_size + 1;
|
|
new_array = heap_realloc(shader_data->gl_shaders.gs, new_size * sizeof(*new_array));
|
|
}
|
|
else
|
|
{
|
|
new_array = heap_alloc(sizeof(*new_array));
|
|
new_size = 1;
|
|
}
|
|
|
|
if (!new_array)
|
|
{
|
|
ERR("Failed to allocate GL shaders array.\n");
|
|
return 0;
|
|
}
|
|
shader_data->gl_shaders.gs = new_array;
|
|
shader_data->shader_array_size = new_size;
|
|
gl_shaders = new_array;
|
|
|
|
string_buffer_clear(&priv->shader_buffer);
|
|
ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
|
|
gl_shaders[shader_data->num_gl_shaders].args = *args;
|
|
gl_shaders[shader_data->num_gl_shaders++].id = ret;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
|
|
{
|
|
switch (mcs)
|
|
{
|
|
case WINED3D_MCS_MATERIAL:
|
|
return material;
|
|
case WINED3D_MCS_COLOR1:
|
|
return "ffp_attrib_diffuse";
|
|
case WINED3D_MCS_COLOR2:
|
|
return "ffp_attrib_specular";
|
|
default:
|
|
ERR("Invalid material color source %#x.\n", mcs);
|
|
return "<invalid>";
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_ffp_vs_settings *settings, unsigned int idx)
|
|
{
|
|
shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
|
|
" * ffp_light[%u].diffuse.xyz * att;\n", idx);
|
|
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 (dot(dir, normal) > 0.0 && t > 0.0) specular +="
|
|
" pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx);
|
|
}
|
|
|
|
static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
|
|
{
|
|
const char *diffuse, *specular, *emissive, *ambient;
|
|
unsigned int i, idx;
|
|
|
|
if (!settings->lighting)
|
|
{
|
|
shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
|
|
shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
|
|
return;
|
|
}
|
|
|
|
shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
|
|
shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
|
|
shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
|
|
shader_addline(buffer, "vec3 dir, dst;\n");
|
|
shader_addline(buffer, "float att, t;\n");
|
|
|
|
ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
|
|
diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
|
|
specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
|
|
emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
|
|
|
|
idx = 0;
|
|
for (i = 0; i < settings->point_light_count; ++i, ++idx)
|
|
{
|
|
shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx);
|
|
shader_addline(buffer, "dst.z = dot(dir, dir);\n");
|
|
shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
|
|
shader_addline(buffer, "dst.x = 1.0;\n");
|
|
if (legacy_lighting)
|
|
{
|
|
shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
|
|
shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
|
|
shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
|
|
}
|
|
shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
|
|
" ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx, idx, idx);
|
|
if (!legacy_lighting)
|
|
shader_addline(buffer, "att = 1.0 / att;\n");
|
|
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
|
|
if (!settings->normal)
|
|
{
|
|
shader_addline(buffer, "}\n");
|
|
continue;
|
|
}
|
|
shader_addline(buffer, "dir = normalize(dir);\n");
|
|
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
for (i = 0; i < settings->spot_light_count; ++i, ++idx)
|
|
{
|
|
shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx);
|
|
shader_addline(buffer, "dst.z = dot(dir, dir);\n");
|
|
shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
|
|
shader_addline(buffer, "dst.x = 1.0;\n");
|
|
if (legacy_lighting)
|
|
{
|
|
shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx);
|
|
shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
|
|
shader_addline(buffer, "if (dst.y > 0.0)\n{\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
|
|
}
|
|
shader_addline(buffer, "dir = normalize(dir);\n");
|
|
shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx);
|
|
shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx);
|
|
shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx);
|
|
shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
|
|
" / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
|
|
idx, idx, idx, idx);
|
|
if (legacy_lighting)
|
|
shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
|
|
" ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
|
|
idx, idx, idx);
|
|
else
|
|
shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
|
|
" ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
|
|
idx, idx, idx);
|
|
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx);
|
|
if (!settings->normal)
|
|
{
|
|
shader_addline(buffer, "}\n");
|
|
continue;
|
|
}
|
|
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
for (i = 0; i < settings->directional_light_count; ++i, ++idx)
|
|
{
|
|
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx);
|
|
if (!settings->normal)
|
|
continue;
|
|
shader_addline(buffer, "att = 1.0;\n");
|
|
shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
|
|
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
|
|
}
|
|
|
|
for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx)
|
|
{
|
|
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx);
|
|
if (!settings->normal)
|
|
continue;
|
|
shader_addline(buffer, "att = 1.0;\n");
|
|
shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
|
|
shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx);
|
|
}
|
|
|
|
shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
|
|
ambient, diffuse, emissive);
|
|
shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
|
|
shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv,
|
|
const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
static const struct attrib_info
|
|
{
|
|
const char type[6];
|
|
const char name[24];
|
|
}
|
|
attrib_info[] =
|
|
{
|
|
{"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
|
|
{"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
|
|
/* TODO: Indexed vertex blending */
|
|
{"float", ""}, /* WINED3D_FFP_BLENDINDICES */
|
|
{"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
|
|
{"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
|
|
{"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
|
|
{"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
|
|
};
|
|
const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
BOOL output_legacy_fogcoord = legacy_syntax;
|
|
BOOL legacy_lighting = priv->legacy_lighting;
|
|
GLuint shader_obj;
|
|
unsigned int i;
|
|
|
|
string_buffer_clear(buffer);
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
|
|
|
|
for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
|
|
{
|
|
const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
|
|
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "layout(location = %u) ", i);
|
|
shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
|
|
}
|
|
shader_addline(buffer, "\n");
|
|
|
|
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
|
|
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
|
|
shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
|
|
shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES);
|
|
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " vec4 emissive;\n");
|
|
shader_addline(buffer, " vec4 ambient;\n");
|
|
shader_addline(buffer, " vec4 diffuse;\n");
|
|
shader_addline(buffer, " vec4 specular;\n");
|
|
shader_addline(buffer, " float shininess;\n");
|
|
shader_addline(buffer, "} ffp_material;\n");
|
|
|
|
shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " vec4 diffuse;\n");
|
|
shader_addline(buffer, " vec4 specular;\n");
|
|
shader_addline(buffer, " vec4 ambient;\n");
|
|
shader_addline(buffer, " vec4 position;\n");
|
|
shader_addline(buffer, " vec3 direction;\n");
|
|
shader_addline(buffer, " float range;\n");
|
|
shader_addline(buffer, " float falloff;\n");
|
|
shader_addline(buffer, " float c_att;\n");
|
|
shader_addline(buffer, " float l_att;\n");
|
|
shader_addline(buffer, " float q_att;\n");
|
|
shader_addline(buffer, " float cos_htheta;\n");
|
|
shader_addline(buffer, " float cos_hphi;\n");
|
|
shader_addline(buffer, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS);
|
|
|
|
if (settings->point_size)
|
|
{
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " float size;\n");
|
|
shader_addline(buffer, " float size_min;\n");
|
|
shader_addline(buffer, " float size_max;\n");
|
|
shader_addline(buffer, " float c_att;\n");
|
|
shader_addline(buffer, " float l_att;\n");
|
|
shader_addline(buffer, " float q_att;\n");
|
|
shader_addline(buffer, "} ffp_point;\n");
|
|
}
|
|
|
|
if (legacy_syntax)
|
|
{
|
|
shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
|
|
shader_addline(buffer, "vec4 ffp_varying_specular;\n");
|
|
shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
else
|
|
{
|
|
if (settings->clipping)
|
|
shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
|
|
|
|
declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
|
|
declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
|
|
declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "\nvoid main()\n{\n");
|
|
shader_addline(buffer, "float m;\n");
|
|
shader_addline(buffer, "vec3 r;\n");
|
|
|
|
for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
|
|
{
|
|
if (attrib_info[i].name[0])
|
|
shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name,
|
|
i, settings->swizzle_map & (1u << i) ? ".zyxw" : "");
|
|
}
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
|
|
if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
|
|
&& settings->texcoords & (1u << i))
|
|
shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
|
|
}
|
|
|
|
shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
|
|
|
|
if (settings->transformed)
|
|
{
|
|
shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
|
|
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
|
|
shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < settings->vertexblends; ++i)
|
|
shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
|
|
|
|
shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
|
|
for (i = 0; i < settings->vertexblends + 1; ++i)
|
|
shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
|
|
|
|
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
|
|
if (settings->clipping)
|
|
{
|
|
if (legacy_syntax)
|
|
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
|
|
else
|
|
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
|
|
shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i);
|
|
}
|
|
shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
|
|
if (settings->normal)
|
|
{
|
|
if (!settings->vertexblends)
|
|
{
|
|
shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < settings->vertexblends + 1; ++i)
|
|
shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
|
|
}
|
|
|
|
if (settings->normalize)
|
|
shader_addline(buffer, "normal = normalize(normal);\n");
|
|
}
|
|
|
|
shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
|
|
if (legacy_syntax)
|
|
{
|
|
shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
|
|
shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
|
|
shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
BOOL output_legacy_texcoord = legacy_syntax;
|
|
|
|
switch (settings->texgen[i] & 0xffff0000)
|
|
{
|
|
case WINED3DTSS_TCI_PASSTHRU:
|
|
if (settings->texcoords & (1u << i))
|
|
shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
|
|
i, i, i);
|
|
else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
|
|
shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
|
|
else
|
|
output_legacy_texcoord = FALSE;
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_CAMERASPACENORMAL:
|
|
shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_CAMERASPACEPOSITION:
|
|
shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
|
shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
|
|
" * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
|
|
break;
|
|
|
|
case WINED3DTSS_TCI_SPHEREMAP:
|
|
shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
|
|
shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
|
|
shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
|
|
" * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
|
|
break;
|
|
|
|
default:
|
|
ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
|
|
break;
|
|
}
|
|
if (output_legacy_texcoord)
|
|
shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i);
|
|
}
|
|
|
|
switch (settings->fog_mode)
|
|
{
|
|
case WINED3D_FFP_VS_FOG_OFF:
|
|
output_legacy_fogcoord = FALSE;
|
|
break;
|
|
|
|
case WINED3D_FFP_VS_FOG_FOGCOORD:
|
|
shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
|
|
break;
|
|
|
|
case WINED3D_FFP_VS_FOG_RANGE:
|
|
shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
|
|
break;
|
|
|
|
case WINED3D_FFP_VS_FOG_DEPTH:
|
|
if (settings->ortho_fog)
|
|
{
|
|
if (gl_info->supported[ARB_CLIP_CONTROL])
|
|
shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z;\n");
|
|
else
|
|
/* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
|
|
shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
|
|
}
|
|
else if (settings->transformed)
|
|
{
|
|
shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n");
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
|
|
}
|
|
break;
|
|
|
|
default:
|
|
ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
|
|
break;
|
|
}
|
|
if (output_legacy_fogcoord)
|
|
shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
|
|
|
|
if (settings->point_size)
|
|
{
|
|
shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att"
|
|
" + ffp_point.l_att * length(ec_pos.xyz)"
|
|
" + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
|
|
settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size");
|
|
shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
|
|
}
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
|
|
shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
|
|
|
|
return shader_obj;
|
|
}
|
|
|
|
static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
|
|
DWORD argnum, unsigned int stage, DWORD arg)
|
|
{
|
|
const char *ret;
|
|
|
|
if (arg == ARG_UNUSED)
|
|
return "<unused arg>";
|
|
|
|
switch (arg & WINED3DTA_SELECTMASK)
|
|
{
|
|
case WINED3DTA_DIFFUSE:
|
|
ret = "ffp_varying_diffuse";
|
|
break;
|
|
|
|
case WINED3DTA_CURRENT:
|
|
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 = "ffp_varying_specular";
|
|
break;
|
|
|
|
case WINED3DTA_TEMP:
|
|
ret = "temp_reg";
|
|
break;
|
|
|
|
case WINED3DTA_CONSTANT:
|
|
switch (stage)
|
|
{
|
|
case 0: ret = "tss_const0"; break;
|
|
case 1: ret = "tss_const1"; break;
|
|
case 2: ret = "tss_const2"; break;
|
|
case 3: ret = "tss_const3"; break;
|
|
case 4: ret = "tss_const4"; break;
|
|
case 5: ret = "tss_const5"; break;
|
|
case 6: ret = "tss_const6"; break;
|
|
case 7: ret = "tss_const7"; break;
|
|
default:
|
|
ret = "<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_string_buffer *buffer, unsigned int stage, BOOL color,
|
|
BOOL alpha, BOOL tmp_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";
|
|
|
|
dstreg = tmp_dst ? "temp_reg" : "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:
|
|
break;
|
|
|
|
case WINED3D_TOP_SELECT_ARG1:
|
|
shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_SELECT_ARG2:
|
|
shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_MODULATE:
|
|
shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_MODULATE_4X:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_MODULATE_2X:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_ADD:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_ADD_SIGNED:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_ADD_SIGNED_2X:
|
|
shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_SUBTRACT:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_ADD_SMOOTH:
|
|
shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
|
|
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
|
|
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
|
|
break;
|
|
|
|
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
|
|
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
|
|
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
|
|
break;
|
|
|
|
case WINED3D_TOP_BLEND_FACTOR_ALPHA:
|
|
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
|
|
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
|
|
break;
|
|
|
|
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
|
|
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_BLEND_CURRENT_ALPHA:
|
|
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
|
|
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
|
|
break;
|
|
|
|
case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
|
|
break;
|
|
|
|
case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
|
|
break;
|
|
case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
|
|
shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
|
|
break;
|
|
|
|
case WINED3D_TOP_BUMPENVMAP:
|
|
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
|
|
/* These are handled in the first pass, nothing to do. */
|
|
break;
|
|
|
|
case WINED3D_TOP_DOTPRODUCT3:
|
|
shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
|
|
dstreg, dstmask, arg1, arg2, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_MULTIPLY_ADD:
|
|
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
|
|
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
|
|
break;
|
|
|
|
case WINED3D_TOP_LERP:
|
|
/* MSDN isn't quite right here. */
|
|
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
|
|
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unhandled operation %#x.\n", op);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
|
|
const struct ffp_frag_settings *settings, const struct wined3d_context *context)
|
|
{
|
|
struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
|
|
enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info);
|
|
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
|
|
UINT lowest_disabled_stage;
|
|
GLuint shader_id;
|
|
DWORD arg0, arg1, arg2;
|
|
unsigned int stage;
|
|
|
|
string_buffer_clear(buffer);
|
|
|
|
/* Find out which textures are read */
|
|
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
|
|
{
|
|
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
|
|
break;
|
|
|
|
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
|
|
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
|
|
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
|
|
|
|
if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
|
|
|| (stage == 0 && settings->color_key_enabled))
|
|
tex_map |= 1u << 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].tmp_dst)
|
|
tempreg_used = TRUE;
|
|
if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
|
|
tss_const_map |= 1u << stage;
|
|
|
|
switch (settings->op[stage].cop)
|
|
{
|
|
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
|
|
lum_map |= 1u << stage;
|
|
/* fall through */
|
|
case WINED3D_TOP_BUMPENVMAP:
|
|
bump_map |= 1u << stage;
|
|
/* fall through */
|
|
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
|
|
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
|
|
tex_map |= 1u << 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 |= 1u << stage;
|
|
if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
|
|
tfactor_used = TRUE;
|
|
if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
|
|
tempreg_used = TRUE;
|
|
if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
|
|
tss_const_map |= 1u << stage;
|
|
}
|
|
lowest_disabled_stage = stage;
|
|
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
|
|
if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK])
|
|
shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n");
|
|
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
|
|
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
|
|
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
shader_addline(buffer, "vec4 ps_out[1];\n");
|
|
if (shader_glsl_use_explicit_attrib_location(gl_info))
|
|
shader_addline(buffer, "layout(location = 0) ");
|
|
shader_addline(buffer, "out vec4 color_out0;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "vec4 tmp0, tmp1;\n");
|
|
shader_addline(buffer, "vec4 ret;\n");
|
|
if (tempreg_used || settings->sRGB_write)
|
|
shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
|
|
shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
|
|
|
|
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
|
|
{
|
|
const char *sampler_type;
|
|
|
|
if (tss_const_map & (1u << stage))
|
|
shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
|
|
|
|
if (!(tex_map & (1u << stage)))
|
|
continue;
|
|
|
|
switch (settings->op[stage].tex_type)
|
|
{
|
|
case WINED3D_GL_RES_TYPE_TEX_1D:
|
|
sampler_type = "1D";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_2D:
|
|
sampler_type = "2D";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_3D:
|
|
sampler_type = "3D";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_CUBE:
|
|
sampler_type = "Cube";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_RECT:
|
|
sampler_type = "2DRect";
|
|
break;
|
|
default:
|
|
FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
|
|
sampler_type = NULL;
|
|
break;
|
|
}
|
|
if (sampler_type)
|
|
{
|
|
if (shader_glsl_use_layout_binding_qualifier(gl_info))
|
|
shader_glsl_append_sampler_binding_qualifier(buffer, context, NULL, stage);
|
|
shader_addline(buffer, "uniform sampler%s ps_sampler%u;\n", sampler_type, stage);
|
|
}
|
|
|
|
shader_addline(buffer, "vec4 tex%u;\n", stage);
|
|
|
|
if (!(bump_map & (1u << stage)))
|
|
continue;
|
|
shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
|
|
|
|
if (!(lum_map & (1u << stage)))
|
|
continue;
|
|
shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
|
|
shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
|
|
}
|
|
if (tfactor_used)
|
|
shader_addline(buffer, "uniform vec4 tex_factor;\n");
|
|
if (settings->color_key_enabled)
|
|
shader_addline(buffer, "uniform vec4 color_key[2];\n");
|
|
shader_addline(buffer, "uniform vec4 specular_enable;\n");
|
|
|
|
if (settings->sRGB_write)
|
|
{
|
|
shader_addline(buffer, "const vec4 srgb_const0 = ");
|
|
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
|
|
shader_addline(buffer, ";\n");
|
|
shader_addline(buffer, "const vec4 srgb_const1 = ");
|
|
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
|
|
shader_addline(buffer, ";\n");
|
|
}
|
|
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " vec4 color;\n");
|
|
shader_addline(buffer, " float density;\n");
|
|
shader_addline(buffer, " float end;\n");
|
|
shader_addline(buffer, " float scale;\n");
|
|
shader_addline(buffer, "} ffp_fog;\n");
|
|
|
|
if (alpha_test_func != WINED3D_CMP_ALWAYS)
|
|
shader_addline(buffer, "uniform float alpha_test_ref;\n");
|
|
|
|
if (legacy_syntax)
|
|
{
|
|
shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
|
|
shader_addline(buffer, "vec4 ffp_varying_specular;\n");
|
|
shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
else
|
|
{
|
|
declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
|
|
declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
|
|
declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES);
|
|
declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
|
|
}
|
|
|
|
shader_addline(buffer, "void main()\n{\n");
|
|
|
|
if (legacy_syntax)
|
|
{
|
|
shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
|
|
shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
|
|
}
|
|
|
|
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
|
|
{
|
|
if (tex_map & (1u << stage))
|
|
{
|
|
if (settings->pointsprite)
|
|
shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
|
|
else if (settings->texcoords_initialized & (1u << stage))
|
|
shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n",
|
|
stage, legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
|
|
else
|
|
shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
|
|
}
|
|
}
|
|
|
|
if (legacy_syntax && settings->fog != WINED3D_FFP_PS_FOG_OFF)
|
|
shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
|
|
|
|
if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
|
|
shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
|
|
|
|
/* Generate texture sampling instructions */
|
|
for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
|
|
{
|
|
const char *texture_function, *coord_mask;
|
|
BOOL proj;
|
|
|
|
if (!(tex_map & (1u << stage)))
|
|
continue;
|
|
|
|
if (settings->op[stage].projected == WINED3D_PROJECTION_NONE)
|
|
{
|
|
proj = FALSE;
|
|
}
|
|
else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4
|
|
|| settings->op[stage].projected == WINED3D_PROJECTION_COUNT3)
|
|
{
|
|
proj = TRUE;
|
|
}
|
|
else
|
|
{
|
|
FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
|
|
proj = TRUE;
|
|
}
|
|
|
|
if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
|
|
proj = FALSE;
|
|
|
|
switch (settings->op[stage].tex_type)
|
|
{
|
|
case WINED3D_GL_RES_TYPE_TEX_1D:
|
|
texture_function = "texture1D";
|
|
coord_mask = "x";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_2D:
|
|
texture_function = "texture2D";
|
|
coord_mask = "xy";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_3D:
|
|
texture_function = "texture3D";
|
|
coord_mask = "xyz";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_CUBE:
|
|
texture_function = "textureCube";
|
|
coord_mask = "xyz";
|
|
break;
|
|
case WINED3D_GL_RES_TYPE_TEX_RECT:
|
|
texture_function = "texture2DRect";
|
|
coord_mask = "xy";
|
|
break;
|
|
default:
|
|
FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
|
|
texture_function = "";
|
|
coord_mask = "xyzw";
|
|
proj = FALSE;
|
|
break;
|
|
}
|
|
if (!legacy_syntax)
|
|
texture_function = "texture";
|
|
|
|
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 coordinate, not the displacement, so multiply the
|
|
* displacement with the dividing parameter before passing it to
|
|
* TXP. */
|
|
if (settings->op[stage].projected != WINED3D_PROJECTION_NONE)
|
|
{
|
|
if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4)
|
|
{
|
|
shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
|
|
stage, stage);
|
|
shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
|
|
stage, stage);
|
|
shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
|
|
}
|
|
|
|
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
|
|
stage, texture_function, proj ? "Proj" : "", stage, coord_mask, proj ? "w" : "");
|
|
|
|
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 == WINED3D_PROJECTION_COUNT3)
|
|
{
|
|
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
|
|
stage, texture_function, proj ? "Proj" : "", stage, stage);
|
|
}
|
|
else
|
|
{
|
|
shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
|
|
stage, texture_function, proj ? "Proj" : "", stage, stage, coord_mask, proj ? "w" : "");
|
|
}
|
|
|
|
string_buffer_sprintf(tex_reg_name, "tex%u", stage);
|
|
shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
|
|
settings->op[stage].color_fixup);
|
|
}
|
|
|
|
if (settings->color_key_enabled)
|
|
shader_glsl_generate_colour_key_test(buffer, "tex0", "color_key[0]", "color_key[1]");
|
|
|
|
shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
|
|
|
|
/* Generate the main shader */
|
|
for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage)
|
|
{
|
|
BOOL op_equal;
|
|
|
|
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
|
|
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].tmp_dst,
|
|
settings->op[stage].cop, settings->op[stage].carg0,
|
|
settings->op[stage].carg1, settings->op[stage].carg2);
|
|
}
|
|
else if (op_equal)
|
|
{
|
|
shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst,
|
|
settings->op[stage].cop, settings->op[stage].carg0,
|
|
settings->op[stage].carg1, settings->op[stage].carg2);
|
|
}
|
|
else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
|
|
&& settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
|
|
{
|
|
shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].tmp_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].tmp_dst,
|
|
settings->op[stage].aop, settings->op[stage].aarg0,
|
|
settings->op[stage].aarg1, settings->op[stage].aarg2);
|
|
}
|
|
}
|
|
|
|
shader_addline(buffer, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
|
|
get_fragment_output(gl_info));
|
|
|
|
if (settings->sRGB_write)
|
|
shader_glsl_generate_srgb_write_correction(buffer, gl_info);
|
|
|
|
shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
|
|
|
|
shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
shader_addline(buffer, "color_out0 = ps_out[0];\n");
|
|
|
|
shader_addline(buffer, "}\n");
|
|
|
|
shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
|
|
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
|
|
|
|
string_buffer_release(&priv->string_buffers, tex_reg_name);
|
|
return shader_id;
|
|
}
|
|
|
|
static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
|
|
const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
|
|
{
|
|
struct glsl_ffp_vertex_shader *shader;
|
|
const struct wine_rb_entry *entry;
|
|
|
|
if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
|
|
return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
|
|
|
|
if (!(shader = heap_alloc(sizeof(*shader))))
|
|
return NULL;
|
|
|
|
shader->desc.settings = *settings;
|
|
shader->id = shader_glsl_generate_ffp_vertex_shader(priv, 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 ffp_frag_settings *args, const struct wined3d_context *context)
|
|
{
|
|
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 = heap_alloc(sizeof(*glsl_desc))))
|
|
return NULL;
|
|
|
|
glsl_desc->entry.settings = *args;
|
|
glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context);
|
|
list_init(&glsl_desc->linked_programs);
|
|
add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
|
|
|
|
return glsl_desc;
|
|
}
|
|
|
|
|
|
static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
|
|
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
|
|
{
|
|
unsigned int i;
|
|
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
|
|
|
|
for (i = 0; i < vs_c_count; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "vs_c[%u]", i);
|
|
vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
|
|
|
|
for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "vs_i[%u]", i);
|
|
vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "vs_b[%u]", i);
|
|
vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
|
|
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
|
|
vs->base_vertex_id_location = GL_EXTCALL(glGetUniformLocation(program_id, "base_vertex_id"));
|
|
|
|
for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
|
|
vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
|
|
vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
|
|
vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
|
|
vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
|
|
vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
|
|
vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
|
|
vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
|
|
vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
|
|
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
|
|
vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].specular", i);
|
|
vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
|
|
vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].position", i);
|
|
vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].direction", i);
|
|
vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].range", i);
|
|
vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
|
|
vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
|
|
vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
|
|
vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
|
|
vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
|
|
vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
|
|
vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
|
|
vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
|
|
vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
|
|
vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
|
|
vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
|
|
vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
|
|
vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes"));
|
|
|
|
string_buffer_release(&priv->string_buffers, name);
|
|
}
|
|
|
|
static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info *gl_info,
|
|
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ds_program *ds)
|
|
{
|
|
ds->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
|
|
}
|
|
|
|
static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
|
|
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
|
|
{
|
|
gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
|
|
}
|
|
|
|
static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
|
|
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
|
|
{
|
|
unsigned int i;
|
|
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
|
|
|
|
for (i = 0; i < ps_c_count; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "ps_c[%u]", i);
|
|
ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
|
|
|
|
for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "ps_i[%u]", i);
|
|
ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "ps_b[%u]", i);
|
|
ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
string_buffer_sprintf(name, "bumpenv_mat%u", i);
|
|
ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
|
|
ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
|
|
ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
string_buffer_sprintf(name, "tss_const%u", i);
|
|
ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
|
|
}
|
|
|
|
ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
|
|
ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
|
|
|
|
ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
|
|
ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
|
|
ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
|
|
ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
|
|
|
|
ps->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref"));
|
|
|
|
ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
|
|
ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
|
|
ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
|
|
|
|
string_buffer_release(&priv->string_buffers, name);
|
|
}
|
|
|
|
static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
|
|
const struct wined3d_context *context, struct wined3d_shader *shader)
|
|
{
|
|
struct glsl_context_data *ctx_data = context->shader_backend_data;
|
|
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct glsl_cs_compiled_shader *gl_shaders;
|
|
struct glsl_shader_private *shader_data;
|
|
struct glsl_shader_prog_link *entry;
|
|
GLuint shader_id, program_id;
|
|
|
|
if (!(entry = heap_alloc(sizeof(*entry))))
|
|
{
|
|
ERR("Out of memory.\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data))))
|
|
{
|
|
ERR("Failed to allocate backend data.\n");
|
|
heap_free(entry);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
shader_data = shader->backend_data;
|
|
gl_shaders = shader_data->gl_shaders.cs;
|
|
|
|
if (!(shader_data->gl_shaders.cs = heap_alloc(sizeof(*gl_shaders))))
|
|
{
|
|
ERR("Failed to allocate GL shader array.\n");
|
|
heap_free(entry);
|
|
heap_free(shader->backend_data);
|
|
shader->backend_data = NULL;
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
shader_data->shader_array_size = 1;
|
|
gl_shaders = shader_data->gl_shaders.cs;
|
|
|
|
TRACE("Compiling compute shader %p.\n", shader);
|
|
|
|
string_buffer_clear(buffer);
|
|
shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader);
|
|
gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
|
|
|
|
program_id = GL_EXTCALL(glCreateProgram());
|
|
TRACE("Created new GLSL shader program %u.\n", program_id);
|
|
|
|
entry->id = program_id;
|
|
entry->vs.id = 0;
|
|
entry->hs.id = 0;
|
|
entry->ds.id = 0;
|
|
entry->gs.id = 0;
|
|
entry->ps.id = 0;
|
|
entry->cs.id = shader_id;
|
|
entry->constant_version = 0;
|
|
entry->shader_controlled_clip_distances = 0;
|
|
entry->ps.np2_fixup_info = NULL;
|
|
add_glsl_program_entry(priv, entry);
|
|
|
|
TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, shader_id));
|
|
checkGLcall("glAttachShader");
|
|
|
|
list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
|
|
|
|
TRACE("Linking GLSL shader program %u.\n", program_id);
|
|
GL_EXTCALL(glLinkProgram(program_id));
|
|
shader_glsl_validate_link(gl_info, program_id);
|
|
|
|
GL_EXTCALL(glUseProgram(program_id));
|
|
checkGLcall("glUseProgram");
|
|
shader_glsl_load_program_resources(context, priv, program_id, shader);
|
|
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
|
|
|
|
entry->constant_update_mask = 0;
|
|
|
|
GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0));
|
|
checkGLcall("glUseProgram");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
|
|
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
|
|
{
|
|
struct glsl_shader_private *shader_data;
|
|
|
|
if (!shader->backend_data)
|
|
{
|
|
WARN("Failed to find GLSL program for compute shader %p.\n", shader);
|
|
if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader)))
|
|
{
|
|
ERR("Failed to compile compute shader %p.\n", shader);
|
|
return 0;
|
|
}
|
|
}
|
|
shader_data = shader->backend_data;
|
|
return shader_data->gl_shaders.cs[0].id;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void set_glsl_compute_shader_program(const struct wined3d_context *context,
|
|
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
|
|
{
|
|
struct glsl_shader_prog_link *entry;
|
|
struct wined3d_shader *shader;
|
|
struct glsl_program_key key;
|
|
GLuint cs_id;
|
|
|
|
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
|
|
return;
|
|
|
|
if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
|
|
{
|
|
WARN("Compute shader is NULL.\n");
|
|
ctx_data->glsl_program = NULL;
|
|
return;
|
|
}
|
|
|
|
cs_id = find_glsl_compute_shader(context, priv, shader);
|
|
memset(&key, 0, sizeof(key));
|
|
key.cs_id = cs_id;
|
|
if (!(entry = get_glsl_program_entry(priv, &key)))
|
|
ERR("Failed to find GLSL program for compute shader %p.\n", shader);
|
|
ctx_data->glsl_program = entry;
|
|
}
|
|
|
|
/* 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_d3d_info *d3d_info = context->d3d_info;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_shader *pre_rasterization_shader;
|
|
const struct ps_np2fixup_info *np2fixup_info = NULL;
|
|
struct wined3d_shader *hshader, *dshader, *gshader;
|
|
struct glsl_shader_prog_link *entry = NULL;
|
|
struct wined3d_shader *vshader = NULL;
|
|
struct wined3d_shader *pshader = NULL;
|
|
GLuint reorder_shader_id = 0;
|
|
struct glsl_program_key key;
|
|
GLuint program_id;
|
|
unsigned int i;
|
|
GLuint vs_id = 0;
|
|
GLuint hs_id = 0;
|
|
GLuint ds_id = 0;
|
|
GLuint gs_id = 0;
|
|
GLuint ps_id = 0;
|
|
struct list *ps_list, *vs_list;
|
|
WORD attribs_map;
|
|
struct wined3d_string_buffer *tmp_name;
|
|
|
|
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
|
|
{
|
|
vs_id = ctx_data->glsl_program->vs.id;
|
|
vs_list = &ctx_data->glsl_program->vs.shader_entry;
|
|
|
|
if (use_vs(state))
|
|
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
|
|
}
|
|
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, context);
|
|
vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
|
|
vs_list = &vshader->linked_programs;
|
|
}
|
|
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(context, state, &settings);
|
|
ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
|
|
vs_id = ffp_shader->id;
|
|
vs_list = &ffp_shader->linked_programs;
|
|
}
|
|
|
|
hshader = state->shader[WINED3D_SHADER_TYPE_HULL];
|
|
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program)
|
|
hs_id = ctx_data->glsl_program->hs.id;
|
|
else if (hshader)
|
|
hs_id = find_glsl_hull_shader(context, priv, hshader);
|
|
|
|
dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN];
|
|
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program)
|
|
{
|
|
ds_id = ctx_data->glsl_program->ds.id;
|
|
}
|
|
else if (dshader)
|
|
{
|
|
struct ds_compile_args args;
|
|
|
|
find_ds_compile_args(state, dshader, &args, context);
|
|
ds_id = find_glsl_domain_shader(context, priv, dshader, &args);
|
|
}
|
|
|
|
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
|
|
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program)
|
|
{
|
|
gs_id = ctx_data->glsl_program->gs.id;
|
|
}
|
|
else if (gshader)
|
|
{
|
|
struct gs_compile_args args;
|
|
|
|
find_gs_compile_args(state, gshader, &args, context);
|
|
gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
|
|
}
|
|
|
|
/* A pixel shader is not used when rasterization is disabled. */
|
|
if (is_rasterization_disabled(gshader))
|
|
{
|
|
ps_id = 0;
|
|
ps_list = NULL;
|
|
}
|
|
else if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
|
|
{
|
|
ps_id = ctx_data->glsl_program->ps.id;
|
|
ps_list = &ctx_data->glsl_program->ps.shader_entry;
|
|
|
|
if (use_ps(state))
|
|
pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
}
|
|
else if (use_ps(state))
|
|
{
|
|
struct ps_compile_args ps_compile_args;
|
|
pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
|
|
find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
|
|
ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
|
|
pshader, &ps_compile_args, &np2fixup_info);
|
|
ps_list = &pshader->linked_programs;
|
|
}
|
|
else if (priv->fragment_pipe == &glsl_fragment_pipe
|
|
&& !(vshader && vshader->reg_maps.shader_version.major >= 4))
|
|
{
|
|
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, &settings, context);
|
|
ps_id = ffp_shader->id;
|
|
ps_list = &ffp_shader->linked_programs;
|
|
}
|
|
|
|
key.vs_id = vs_id;
|
|
key.hs_id = hs_id;
|
|
key.ds_id = ds_id;
|
|
key.gs_id = gs_id;
|
|
key.ps_id = ps_id;
|
|
key.cs_id = 0;
|
|
if ((!vs_id && !hs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key)))
|
|
{
|
|
ctx_data->glsl_program = entry;
|
|
return;
|
|
}
|
|
|
|
/* If we get to this point, then no matching program exists, so we create one */
|
|
program_id = GL_EXTCALL(glCreateProgram());
|
|
TRACE("Created new GLSL shader program %u.\n", program_id);
|
|
|
|
/* Create the entry */
|
|
entry = heap_alloc(sizeof(*entry));
|
|
entry->id = program_id;
|
|
entry->vs.id = vs_id;
|
|
entry->hs.id = hs_id;
|
|
entry->ds.id = ds_id;
|
|
entry->gs.id = gs_id;
|
|
entry->ps.id = ps_id;
|
|
entry->cs.id = 0;
|
|
entry->constant_version = 0;
|
|
entry->shader_controlled_clip_distances = 0;
|
|
entry->ps.np2_fixup_info = np2fixup_info;
|
|
/* Add the hash table entry */
|
|
add_glsl_program_entry(priv, entry);
|
|
|
|
/* Set the current program */
|
|
ctx_data->glsl_program = entry;
|
|
|
|
/* Attach GLSL vshader */
|
|
if (vs_id)
|
|
{
|
|
TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, vs_id));
|
|
checkGLcall("glAttachShader");
|
|
|
|
list_add_head(vs_list, &entry->vs.shader_entry);
|
|
}
|
|
|
|
if (vshader)
|
|
{
|
|
attribs_map = vshader->reg_maps.input_registers;
|
|
if (vshader->reg_maps.shader_version.major < 4)
|
|
{
|
|
reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader,
|
|
state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
|
|
d3d_info->emulated_flatshading
|
|
&& state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
|
|
TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
|
|
checkGLcall("glAttachShader");
|
|
/* Flag the reorder function for deletion, it will be freed
|
|
* automatically when the program is destroyed. */
|
|
GL_EXTCALL(glDeleteShader(reorder_shader_id));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
|
|
}
|
|
|
|
if (!shader_glsl_use_explicit_attrib_location(gl_info))
|
|
{
|
|
/* Bind vertex attributes to a corresponding index number to match
|
|
* the same index numbers as ARB_vertex_programs (makes loading
|
|
* vertex attributes simpler). With this method, we can use the
|
|
* exact same code to load the attributes later for both ARB and
|
|
* GLSL shaders.
|
|
*
|
|
* We have to do this here because we need to know the Program ID
|
|
* in order to make the bindings work, and it has to be done prior
|
|
* to linking the GLSL program. */
|
|
tmp_name = string_buffer_get(&priv->string_buffers);
|
|
for (i = 0; attribs_map; attribs_map >>= 1, ++i)
|
|
{
|
|
if (!(attribs_map & 1))
|
|
continue;
|
|
|
|
string_buffer_sprintf(tmp_name, "vs_in%u", i);
|
|
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
|
|
if (vshader && vshader->reg_maps.shader_version.major >= 4)
|
|
{
|
|
string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
|
|
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
|
|
string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
|
|
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
|
|
}
|
|
}
|
|
checkGLcall("glBindAttribLocation");
|
|
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
for (i = 0; i < MAX_RENDER_TARGET_VIEWS; ++i)
|
|
{
|
|
string_buffer_sprintf(tmp_name, "color_out%u", i);
|
|
GL_EXTCALL(glBindFragDataLocation(program_id, i, tmp_name->buffer));
|
|
checkGLcall("glBindFragDataLocation");
|
|
}
|
|
}
|
|
string_buffer_release(&priv->string_buffers, tmp_name);
|
|
}
|
|
|
|
if (hshader)
|
|
{
|
|
TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, hs_id));
|
|
checkGLcall("glAttachShader");
|
|
|
|
list_add_head(&hshader->linked_programs, &entry->hs.shader_entry);
|
|
}
|
|
|
|
if (dshader)
|
|
{
|
|
TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, ds_id));
|
|
checkGLcall("glAttachShader");
|
|
|
|
list_add_head(&dshader->linked_programs, &entry->ds.shader_entry);
|
|
}
|
|
|
|
if (gshader)
|
|
{
|
|
TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, gs_id));
|
|
checkGLcall("glAttachShader");
|
|
|
|
shader_glsl_init_transform_feedback(context, priv, program_id, gshader);
|
|
|
|
list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
|
|
}
|
|
|
|
/* Attach GLSL pshader */
|
|
if (ps_id)
|
|
{
|
|
TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
|
|
GL_EXTCALL(glAttachShader(program_id, ps_id));
|
|
checkGLcall("glAttachShader");
|
|
|
|
list_add_head(ps_list, &entry->ps.shader_entry);
|
|
}
|
|
|
|
/* Link the program */
|
|
TRACE("Linking GLSL shader program %u.\n", program_id);
|
|
GL_EXTCALL(glLinkProgram(program_id));
|
|
shader_glsl_validate_link(gl_info, program_id);
|
|
|
|
shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
|
|
vshader ? vshader->limits->constant_float : 0);
|
|
shader_glsl_init_ds_uniform_locations(gl_info, priv, program_id, &entry->ds);
|
|
shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
|
|
shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
|
|
pshader ? pshader->limits->constant_float : 0);
|
|
checkGLcall("find glsl program uniform locations");
|
|
|
|
pre_rasterization_shader = gshader ? gshader : dshader ? dshader : vshader;
|
|
if (pre_rasterization_shader && pre_rasterization_shader->reg_maps.shader_version.major >= 4)
|
|
{
|
|
unsigned int clip_distance_count = wined3d_popcount(pre_rasterization_shader->reg_maps.clip_distance_mask);
|
|
entry->shader_controlled_clip_distances = 1;
|
|
entry->clip_distance_mask = (1u << clip_distance_count) - 1;
|
|
}
|
|
|
|
if (needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
if (pshader && pshader->reg_maps.shader_version.major >= 3
|
|
&& pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
|
|
{
|
|
TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
|
|
entry->vs.vertex_color_clamp = GL_FALSE;
|
|
}
|
|
else
|
|
{
|
|
entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* With core profile we never change vertex_color_clamp from
|
|
* GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
|
|
* glClampColorARB(). */
|
|
entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
|
}
|
|
|
|
/* Set the shader to allow uniform loading on it */
|
|
GL_EXTCALL(glUseProgram(program_id));
|
|
checkGLcall("glUseProgram");
|
|
|
|
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;
|
|
if (entry->vs.pos_fixup_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
|
|
if (entry->vs.base_vertex_id_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID;
|
|
|
|
shader_glsl_load_program_resources(context, priv, program_id, vshader);
|
|
}
|
|
else
|
|
{
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
|
|
| WINED3D_SHADER_CONST_FFP_PROJ;
|
|
|
|
for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
|
|
{
|
|
if (entry->vs.modelview_matrix_location[i] != -1)
|
|
{
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
if (entry->vs.texture_matrix_location[i] != -1)
|
|
{
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
|
|
break;
|
|
}
|
|
}
|
|
if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
|
|
|| entry->vs.material_specular_location != -1
|
|
|| entry->vs.material_emissive_location != -1
|
|
|| entry->vs.material_shininess_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
|
|
if (entry->vs.light_ambient_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
|
|
}
|
|
if (entry->vs.clip_planes_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
|
|
if (entry->vs.pointsize_min_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
|
|
|
|
if (hshader)
|
|
shader_glsl_load_program_resources(context, priv, program_id, hshader);
|
|
|
|
if (dshader)
|
|
{
|
|
if (entry->ds.pos_fixup_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
|
|
|
|
shader_glsl_load_program_resources(context, priv, program_id, dshader);
|
|
}
|
|
|
|
if (gshader)
|
|
{
|
|
if (entry->gs.pos_fixup_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
|
|
|
|
shader_glsl_load_program_resources(context, priv, program_id, gshader);
|
|
}
|
|
|
|
if (ps_id)
|
|
{
|
|
if (pshader)
|
|
{
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
|
|
if (pshader->reg_maps.integer_constants)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
|
|
if (pshader->reg_maps.boolean_constants)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
|
|
if (entry->ps.ycorrection_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
|
|
|
|
shader_glsl_load_program_resources(context, priv, program_id, pshader);
|
|
shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
|
|
}
|
|
else
|
|
{
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
|
|
|
|
shader_glsl_load_samplers(context, priv, program_id, NULL);
|
|
}
|
|
|
|
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
|
{
|
|
if (entry->ps.bumpenv_mat_location[i] != -1)
|
|
{
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (entry->ps.fog_color_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
|
|
if (entry->ps.alpha_test_ref_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
|
|
if (entry->ps.np2_fixup_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
|
|
if (entry->ps.color_key_location != -1)
|
|
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_device *device = shader->device;
|
|
struct wined3d_context *context;
|
|
|
|
if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
context = context_acquire(device, NULL, 0);
|
|
shader_glsl_compile_compute_shader(shader_priv, context, shader);
|
|
context_release(context);
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
struct glsl_shader_prog_link *glsl_program;
|
|
GLenum current_vertex_color_clamp;
|
|
GLuint program_id, prev_id;
|
|
|
|
priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
|
|
priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
|
|
|
|
prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
|
|
set_glsl_shader_program(context, state, priv, ctx_data);
|
|
glsl_program = ctx_data->glsl_program;
|
|
|
|
if (glsl_program)
|
|
{
|
|
program_id = glsl_program->id;
|
|
current_vertex_color_clamp = glsl_program->vs.vertex_color_clamp;
|
|
if (glsl_program->shader_controlled_clip_distances)
|
|
context_enable_clip_distances(context, glsl_program->clip_distance_mask);
|
|
}
|
|
else
|
|
{
|
|
program_id = 0;
|
|
current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
|
}
|
|
|
|
if (ctx_data->vertex_color_clamp != current_vertex_color_clamp)
|
|
{
|
|
ctx_data->vertex_color_clamp = current_vertex_color_clamp;
|
|
if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
|
|
{
|
|
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
|
|
checkGLcall("glClampColorARB");
|
|
}
|
|
else
|
|
{
|
|
FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
|
|
}
|
|
}
|
|
|
|
TRACE("Using GLSL program %u.\n", program_id);
|
|
|
|
if (prev_id != program_id)
|
|
{
|
|
GL_EXTCALL(glUseProgram(program_id));
|
|
checkGLcall("glUseProgram");
|
|
|
|
if (glsl_program)
|
|
context->constant_update_mask |= glsl_program->constant_update_mask;
|
|
}
|
|
|
|
context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context,
|
|
const struct wined3d_state *state)
|
|
{
|
|
struct glsl_context_data *ctx_data = context->shader_backend_data;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct shader_glsl_priv *priv = shader_priv;
|
|
GLuint program_id, prev_id;
|
|
|
|
prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
|
|
set_glsl_compute_shader_program(context, state, priv, ctx_data);
|
|
program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
|
|
|
|
TRACE("Using GLSL program %u.\n", program_id);
|
|
|
|
if (prev_id != program_id)
|
|
{
|
|
GL_EXTCALL(glUseProgram(program_id));
|
|
checkGLcall("glUseProgram");
|
|
}
|
|
|
|
context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL)
|
|
| (1u << WINED3D_SHADER_TYPE_VERTEX)
|
|
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
|
|
| (1u << WINED3D_SHADER_TYPE_HULL)
|
|
| (1u << WINED3D_SHADER_TYPE_DOMAIN);
|
|
}
|
|
|
|
/* "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 = (1u << WINED3D_SHADER_TYPE_PIXEL)
|
|
| (1u << WINED3D_SHADER_TYPE_VERTEX)
|
|
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
|
|
| (1u << WINED3D_SHADER_TYPE_HULL)
|
|
| (1u << WINED3D_SHADER_TYPE_DOMAIN)
|
|
| (1u << WINED3D_SHADER_TYPE_COMPUTE);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
|
|
{
|
|
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;
|
|
|
|
shader_glsl_invalidate_current_program(context);
|
|
GL_EXTCALL(glUseProgram(0));
|
|
checkGLcall("glUseProgram");
|
|
|
|
priv->vertex_pipe->vp_enable(gl_info, FALSE);
|
|
priv->fragment_pipe->enable_extension(gl_info, FALSE);
|
|
|
|
if (needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
|
|
{
|
|
ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
|
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
|
|
checkGLcall("glClampColorARB");
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
heap_free(shader_data);
|
|
shader->backend_data = NULL;
|
|
return;
|
|
}
|
|
|
|
context = context_acquire(device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
|
|
TRACE("Deleting linked programs.\n");
|
|
linked_programs = &shader->linked_programs;
|
|
if (linked_programs->next)
|
|
{
|
|
struct glsl_shader_prog_link *entry, *entry2;
|
|
UINT i;
|
|
|
|
switch (shader->reg_maps.shader_version.type)
|
|
{
|
|
case WINED3D_SHADER_TYPE_PIXEL:
|
|
{
|
|
struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
|
|
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
|
|
checkGLcall("glDeleteShader");
|
|
}
|
|
heap_free(shader_data->gl_shaders.ps);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
|
|
struct glsl_shader_prog_link, ps.shader_entry)
|
|
{
|
|
shader_glsl_invalidate_contexts_program(device, entry);
|
|
delete_glsl_program_entry(priv, gl_info, entry);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case WINED3D_SHADER_TYPE_VERTEX:
|
|
{
|
|
struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
|
|
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
|
|
checkGLcall("glDeleteShader");
|
|
}
|
|
heap_free(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_HULL:
|
|
{
|
|
struct glsl_hs_compiled_shader *gl_shaders = shader_data->gl_shaders.hs;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
TRACE("Deleting hull shader %u.\n", gl_shaders[i].id);
|
|
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
|
|
checkGLcall("glDeleteShader");
|
|
}
|
|
heap_free(shader_data->gl_shaders.hs);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
|
|
struct glsl_shader_prog_link, hs.shader_entry)
|
|
{
|
|
shader_glsl_invalidate_contexts_program(device, entry);
|
|
delete_glsl_program_entry(priv, gl_info, entry);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case WINED3D_SHADER_TYPE_DOMAIN:
|
|
{
|
|
struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
TRACE("Deleting domain shader %u.\n", gl_shaders[i].id);
|
|
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
|
|
checkGLcall("glDeleteShader");
|
|
}
|
|
heap_free(shader_data->gl_shaders.ds);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
|
|
struct glsl_shader_prog_link, ds.shader_entry)
|
|
{
|
|
shader_glsl_invalidate_contexts_program(device, entry);
|
|
delete_glsl_program_entry(priv, gl_info, entry);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case WINED3D_SHADER_TYPE_GEOMETRY:
|
|
{
|
|
struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
|
|
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
|
|
checkGLcall("glDeleteShader");
|
|
}
|
|
heap_free(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;
|
|
}
|
|
|
|
case WINED3D_SHADER_TYPE_COMPUTE:
|
|
{
|
|
struct glsl_cs_compiled_shader *gl_shaders = shader_data->gl_shaders.cs;
|
|
|
|
for (i = 0; i < shader_data->num_gl_shaders; ++i)
|
|
{
|
|
TRACE("Deleting compute shader %u.\n", gl_shaders[i].id);
|
|
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
|
|
checkGLcall("glDeleteShader");
|
|
}
|
|
heap_free(shader_data->gl_shaders.cs);
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
|
|
struct glsl_shader_prog_link, cs.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;
|
|
}
|
|
}
|
|
|
|
heap_free(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;
|
|
|
|
if (k->hs_id > prog->hs.id) return 1;
|
|
else if (k->hs_id < prog->hs.id) return -1;
|
|
|
|
if (k->ds_id > prog->ds.id) return 1;
|
|
else if (k->ds_id < prog->ds.id) return -1;
|
|
|
|
if (k->cs_id > prog->cs.id) return 1;
|
|
else if (k->cs_id < prog->cs.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;
|
|
|
|
if (!(mem = heap_alloc(size)))
|
|
{
|
|
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)
|
|
{
|
|
heap_free(heap->entries);
|
|
}
|
|
|
|
static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
|
|
const struct fragment_pipeline *fragment_pipe)
|
|
{
|
|
SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct fragment_caps fragment_caps;
|
|
void *vertex_priv, *fragment_priv;
|
|
struct shader_glsl_priv *priv;
|
|
|
|
if (!(priv = heap_alloc_zero(sizeof(*priv))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
string_buffer_list_init(&priv->string_buffers);
|
|
|
|
if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
|
|
{
|
|
ERR("Failed to initialize vertex pipe.\n");
|
|
heap_free(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);
|
|
heap_free(priv);
|
|
return E_FAIL;
|
|
}
|
|
|
|
if (!string_buffer_init(&priv->shader_buffer))
|
|
{
|
|
ERR("Failed to initialize shader buffer.\n");
|
|
goto fail;
|
|
}
|
|
|
|
if (!(priv->stack = heap_calloc(stack_size, sizeof(*priv->stack))))
|
|
{
|
|
ERR("Failed to allocate memory.\n");
|
|
goto fail;
|
|
}
|
|
|
|
if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
|
|
{
|
|
ERR("Failed to initialize vertex shader constant heap\n");
|
|
goto fail;
|
|
}
|
|
|
|
if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
|
|
{
|
|
ERR("Failed to initialize pixel shader constant heap\n");
|
|
goto fail;
|
|
}
|
|
|
|
wine_rb_init(&priv->program_lookup, glsl_program_key_compare);
|
|
|
|
priv->next_constant_version = 1;
|
|
priv->vertex_pipe = vertex_pipe;
|
|
priv->fragment_pipe = fragment_pipe;
|
|
fragment_pipe->get_caps(gl_info, &fragment_caps);
|
|
priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
|
|
priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
|
|
|
|
device->vertex_priv = vertex_priv;
|
|
device->fragment_priv = fragment_priv;
|
|
device->shader_priv = priv;
|
|
|
|
return WINED3D_OK;
|
|
|
|
fail:
|
|
constant_heap_free(&priv->pconst_heap);
|
|
constant_heap_free(&priv->vconst_heap);
|
|
heap_free(priv->stack);
|
|
string_buffer_free(&priv->shader_buffer);
|
|
fragment_pipe->free_private(device);
|
|
vertex_pipe->vp_free(device);
|
|
heap_free(priv);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void shader_glsl_free(struct wined3d_device *device)
|
|
{
|
|
struct shader_glsl_priv *priv = device->shader_priv;
|
|
|
|
wine_rb_destroy(&priv->program_lookup, NULL, NULL);
|
|
constant_heap_free(&priv->pconst_heap);
|
|
constant_heap_free(&priv->vconst_heap);
|
|
heap_free(priv->stack);
|
|
string_buffer_list_cleanup(&priv->string_buffers);
|
|
string_buffer_free(&priv->shader_buffer);
|
|
priv->fragment_pipe->free_private(device);
|
|
priv->vertex_pipe->vp_free(device);
|
|
|
|
heap_free(device->shader_priv);
|
|
device->shader_priv = NULL;
|
|
}
|
|
|
|
static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
|
|
{
|
|
struct glsl_context_data *ctx_data;
|
|
|
|
if (!(ctx_data = heap_alloc_zero(sizeof(*ctx_data))))
|
|
return FALSE;
|
|
ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB;
|
|
context->shader_backend_data = ctx_data;
|
|
return TRUE;
|
|
}
|
|
|
|
static void shader_glsl_free_context_data(struct wined3d_context *context)
|
|
{
|
|
heap_free(context->shader_backend_data);
|
|
}
|
|
|
|
static void shader_glsl_init_context_state(struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
|
|
checkGLcall("GL_PROGRAM_POINT_SIZE");
|
|
}
|
|
|
|
static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
BOOL shader_model_4 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
|
|
&& gl_info->supported[ARB_SHADER_BIT_ENCODING]
|
|
&& gl_info->supported[ARB_TEXTURE_SWIZZLE];
|
|
|
|
if (shader_model_4
|
|
&& gl_info->supported[ARB_COMPUTE_SHADER]
|
|
&& gl_info->supported[ARB_CULL_DISTANCE]
|
|
&& gl_info->supported[ARB_DERIVATIVE_CONTROL]
|
|
&& gl_info->supported[ARB_GPU_SHADER5]
|
|
&& gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS]
|
|
&& gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]
|
|
&& gl_info->supported[ARB_SHADER_IMAGE_SIZE]
|
|
&& gl_info->supported[ARB_SHADING_LANGUAGE_PACKING]
|
|
&& gl_info->supported[ARB_TESSELLATION_SHADER]
|
|
&& gl_info->supported[ARB_TEXTURE_GATHER]
|
|
&& gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
|
|
return 5;
|
|
|
|
if (shader_model_4)
|
|
return 4;
|
|
|
|
/* Support for texldd and texldl instructions in pixel shaders is required
|
|
* for SM3. */
|
|
if (shader_glsl_has_core_grad(gl_info) || gl_info->supported[ARB_SHADER_TEXTURE_LOD])
|
|
return 3;
|
|
|
|
return 2;
|
|
}
|
|
|
|
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
|
|
{
|
|
unsigned int shader_model = shader_glsl_get_shader_model(gl_info);
|
|
|
|
TRACE("Shader model %u.\n", shader_model);
|
|
|
|
caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
|
|
caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model);
|
|
caps->ds_version = min(wined3d_settings.max_sm_ds, 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->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
|
|
|
|
caps->vs_version = gl_info->supported[ARB_VERTEX_SHADER] ? caps->vs_version : 0;
|
|
caps->ps_version = gl_info->supported[ARB_FRAGMENT_SHADER] ? caps->ps_version : 0;
|
|
|
|
caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
|
|
caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
|
|
caps->varying_count = gl_info->limits.glsl_varyings;
|
|
|
|
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
|
|
* Direct3D minimum requirement.
|
|
*
|
|
* Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
|
|
* of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
|
|
*
|
|
* The problem is that the refrast clamps temporary results in the shader to
|
|
* [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
|
|
* then applications may miss the clamping behavior. On the other hand, if it is smaller,
|
|
* the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
|
|
* offer a way to query this.
|
|
*/
|
|
if (shader_model >= 4)
|
|
caps->ps_1x_max_value = FLT_MAX;
|
|
else
|
|
caps->ps_1x_max_value = 1024.0f;
|
|
|
|
/* Ideally we'd only set caps like sRGB writes here if supported by both
|
|
* the shader backend and the fragment pipe, but we can get called before
|
|
* shader_glsl_alloc(). */
|
|
caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
|
|
| WINED3D_SHADER_CAP_SRGB_WRITE;
|
|
}
|
|
|
|
static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
|
|
{
|
|
/* We support everything except YUV conversions. */
|
|
return !is_complex_fixup(fixup);
|
|
}
|
|
|
|
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_ATOMIC_AND */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic,
|
|
/* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic,
|
|
/* WINED3DSIH_BEM */ shader_glsl_bem,
|
|
/* WINED3DSIH_BFI */ shader_glsl_bitwise_op,
|
|
/* WINED3DSIH_BFREV */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_BREAK */ shader_glsl_break,
|
|
/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
|
|
/* WINED3DSIH_BREAKP */ shader_glsl_conditional_op,
|
|
/* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo,
|
|
/* WINED3DSIH_CALL */ shader_glsl_call,
|
|
/* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
|
|
/* WINED3DSIH_CASE */ shader_glsl_case,
|
|
/* WINED3DSIH_CMP */ shader_glsl_conditional_move,
|
|
/* WINED3DSIH_CND */ shader_glsl_cnd,
|
|
/* WINED3DSIH_CONTINUE */ shader_glsl_continue,
|
|
/* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op,
|
|
/* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_CRS */ shader_glsl_cross,
|
|
/* WINED3DSIH_CUT */ shader_glsl_cut,
|
|
/* WINED3DSIH_CUT_STREAM */ shader_glsl_cut,
|
|
/* WINED3DSIH_DCL */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
|
|
/* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
|
|
/* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_INTERFACE */ NULL,
|
|
/* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_STREAM */ NULL,
|
|
/* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop,
|
|
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
|
|
/* WINED3DSIH_DEF */ shader_glsl_nop,
|
|
/* WINED3DSIH_DEFAULT */ shader_glsl_default,
|
|
/* WINED3DSIH_DEFB */ shader_glsl_nop,
|
|
/* WINED3DSIH_DEFI */ shader_glsl_nop,
|
|
/* WINED3DSIH_DIV */ shader_glsl_binop,
|
|
/* WINED3DSIH_DP2 */ shader_glsl_dot,
|
|
/* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
|
|
/* WINED3DSIH_DP3 */ shader_glsl_dot,
|
|
/* WINED3DSIH_DP4 */ shader_glsl_dot,
|
|
/* WINED3DSIH_DST */ shader_glsl_dst,
|
|
/* WINED3DSIH_DSX */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_DSY */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_ELSE */ shader_glsl_else,
|
|
/* WINED3DSIH_EMIT */ shader_glsl_emit,
|
|
/* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit,
|
|
/* WINED3DSIH_ENDIF */ shader_glsl_end,
|
|
/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
|
|
/* WINED3DSIH_ENDREP */ shader_glsl_end,
|
|
/* WINED3DSIH_ENDSWITCH */ shader_glsl_end,
|
|
/* WINED3DSIH_EQ */ shader_glsl_relop,
|
|
/* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL,
|
|
/* WINED3DSIH_EXP */ shader_glsl_scalar_op,
|
|
/* WINED3DSIH_EXPP */ shader_glsl_expp,
|
|
/* WINED3DSIH_F16TOF32 */ shader_glsl_float16,
|
|
/* WINED3DSIH_F32TOF16 */ shader_glsl_float16,
|
|
/* WINED3DSIH_FCALL */ NULL,
|
|
/* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_FTOI */ shader_glsl_to_int,
|
|
/* WINED3DSIH_FTOU */ shader_glsl_to_uint,
|
|
/* WINED3DSIH_GATHER4 */ shader_glsl_gather4,
|
|
/* WINED3DSIH_GATHER4_C */ shader_glsl_gather4,
|
|
/* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4,
|
|
/* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4,
|
|
/* WINED3DSIH_GE */ shader_glsl_relop,
|
|
/* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop,
|
|
/* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
|
|
/* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop,
|
|
/* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop,
|
|
/* WINED3DSIH_IADD */ shader_glsl_binop,
|
|
/* WINED3DSIH_IBFE */ shader_glsl_bitwise_op,
|
|
/* WINED3DSIH_IEQ */ shader_glsl_relop,
|
|
/* WINED3DSIH_IF */ shader_glsl_if,
|
|
/* WINED3DSIH_IFC */ shader_glsl_ifc,
|
|
/* WINED3DSIH_IGE */ shader_glsl_relop,
|
|
/* WINED3DSIH_ILT */ shader_glsl_relop,
|
|
/* WINED3DSIH_IMAD */ shader_glsl_mad,
|
|
/* WINED3DSIH_IMAX */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_IMIN */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter,
|
|
/* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter,
|
|
/* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic,
|
|
/* WINED3DSIH_IMUL */ shader_glsl_mul_extended,
|
|
/* WINED3DSIH_INE */ shader_glsl_relop,
|
|
/* WINED3DSIH_INEG */ shader_glsl_unary_op,
|
|
/* WINED3DSIH_ISHL */ shader_glsl_binop,
|
|
/* WINED3DSIH_ISHR */ shader_glsl_binop,
|
|
/* WINED3DSIH_ITOF */ shader_glsl_to_float,
|
|
/* WINED3DSIH_LABEL */ shader_glsl_label,
|
|
/* WINED3DSIH_LD */ shader_glsl_ld,
|
|
/* WINED3DSIH_LD2DMS */ shader_glsl_ld,
|
|
/* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured,
|
|
/* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured,
|
|
/* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,
|
|
/* WINED3DSIH_LIT */ shader_glsl_lit,
|
|
/* WINED3DSIH_LOD */ NULL,
|
|
/* WINED3DSIH_LOG */ shader_glsl_scalar_op,
|
|
/* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
|
|
/* WINED3DSIH_LOOP */ shader_glsl_loop,
|
|
/* WINED3DSIH_LRP */ shader_glsl_lrp,
|
|
/* WINED3DSIH_LT */ shader_glsl_relop,
|
|
/* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
|
|
/* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
|
|
/* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
|
|
/* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
|
|
/* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
|
|
/* WINED3DSIH_MAD */ shader_glsl_mad,
|
|
/* WINED3DSIH_MAX */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_MIN */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_MOV */ shader_glsl_mov,
|
|
/* WINED3DSIH_MOVA */ shader_glsl_mov,
|
|
/* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
|
|
/* WINED3DSIH_MUL */ shader_glsl_binop,
|
|
/* WINED3DSIH_NE */ shader_glsl_relop,
|
|
/* WINED3DSIH_NOP */ shader_glsl_nop,
|
|
/* WINED3DSIH_NOT */ shader_glsl_unary_op,
|
|
/* WINED3DSIH_NRM */ shader_glsl_nrm,
|
|
/* WINED3DSIH_OR */ shader_glsl_binop,
|
|
/* WINED3DSIH_PHASE */ shader_glsl_nop,
|
|
/* WINED3DSIH_POW */ shader_glsl_pow,
|
|
/* WINED3DSIH_RCP */ shader_glsl_scalar_op,
|
|
/* WINED3DSIH_REP */ shader_glsl_rep,
|
|
/* WINED3DSIH_RESINFO */ shader_glsl_resinfo,
|
|
/* WINED3DSIH_RET */ shader_glsl_ret,
|
|
/* WINED3DSIH_RETP */ shader_glsl_conditional_op,
|
|
/* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
|
|
/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
|
|
/* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
|
|
/* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c,
|
|
/* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c,
|
|
/* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
|
|
/* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info,
|
|
/* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
|
|
/* WINED3DSIH_SAMPLE_POS */ NULL,
|
|
/* WINED3DSIH_SETP */ NULL,
|
|
/* WINED3DSIH_SGE */ shader_glsl_compare,
|
|
/* WINED3DSIH_SGN */ shader_glsl_sgn,
|
|
/* WINED3DSIH_SINCOS */ shader_glsl_sincos,
|
|
/* WINED3DSIH_SLT */ shader_glsl_compare,
|
|
/* WINED3DSIH_SQRT */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured,
|
|
/* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured,
|
|
/* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav,
|
|
/* WINED3DSIH_SUB */ shader_glsl_binop,
|
|
/* WINED3DSIH_SWAPC */ shader_glsl_swapc,
|
|
/* WINED3DSIH_SWITCH */ shader_glsl_switch,
|
|
/* WINED3DSIH_SYNC */ shader_glsl_sync,
|
|
/* 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_UBFE */ shader_glsl_bitwise_op,
|
|
/* WINED3DSIH_UDIV */ shader_glsl_udiv,
|
|
/* WINED3DSIH_UGE */ shader_glsl_relop,
|
|
/* WINED3DSIH_ULT */ shader_glsl_relop,
|
|
/* WINED3DSIH_UMAX */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_UMIN */ shader_glsl_map2gl,
|
|
/* WINED3DSIH_UMUL */ shader_glsl_mul_extended,
|
|
/* 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 %s.\n", debug_d3dshaderinstructionhandler(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_precompile,
|
|
shader_glsl_select,
|
|
shader_glsl_select_compute,
|
|
shader_glsl_disable,
|
|
shader_glsl_update_float_vertex_constants,
|
|
shader_glsl_update_float_pixel_constants,
|
|
shader_glsl_load_constants,
|
|
shader_glsl_destroy,
|
|
shader_glsl_alloc,
|
|
shader_glsl_free,
|
|
shader_glsl_allocate_context_data,
|
|
shader_glsl_free_context_data,
|
|
shader_glsl_init_context_state,
|
|
shader_glsl_get_caps,
|
|
shader_glsl_color_fixup_supported,
|
|
shader_glsl_has_ffp_proj_control,
|
|
};
|
|
|
|
static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
|
|
|
|
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
|
|
{
|
|
caps->xyzrhw = TRUE;
|
|
caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
|
|
caps->ffp_generic_attributes = TRUE;
|
|
caps->max_active_lights = WINED3D_MAX_ACTIVE_LIGHTS;
|
|
caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
|
|
caps->max_vertex_blend_matrix_index = 0;
|
|
caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
|
|
| WINED3DVTXPCAPS_MATERIALSOURCE7
|
|
| WINED3DVTXPCAPS_VERTEXFOG
|
|
| WINED3DVTXPCAPS_DIRECTIONALLIGHTS
|
|
| WINED3DVTXPCAPS_POSITIONALLIGHTS
|
|
| WINED3DVTXPCAPS_LOCALVIEWER
|
|
| WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
|
|
caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
|
|
caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
|
|
caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
|
|
}
|
|
|
|
static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
|
|
return GL_EXT_EMUL_ARB_MULTITEXTURE;
|
|
return 0;
|
|
}
|
|
|
|
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;
|
|
wine_rb_init(&priv->ffp_vertex_shaders, wined3d_ffp_vertex_program_key_compare);
|
|
return priv;
|
|
}
|
|
|
|
FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
|
|
{
|
|
struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
|
|
struct glsl_ffp_vertex_shader, desc.entry);
|
|
struct glsl_shader_prog_link *program, *program2;
|
|
struct glsl_ffp_destroy_ctx *ctx = context;
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
|
|
struct glsl_shader_prog_link, vs.shader_entry)
|
|
{
|
|
delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
|
|
}
|
|
ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
|
|
heap_free(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_nop(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id) {}
|
|
|
|
static void glsl_vertex_pipe_shader(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
BOOL specular = !!(context->stream_info.use_map & (1u << WINED3D_FFP_SPECULAR));
|
|
BOOL diffuse = !!(context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE));
|
|
BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
|
|
const BOOL legacy_clip_planes = needs_legacy_glsl_syntax(gl_info);
|
|
BOOL transformed = context->stream_info.position_transformed;
|
|
BOOL wasrhw = context->last_was_rhw;
|
|
unsigned int i;
|
|
|
|
context->last_was_rhw = transformed;
|
|
|
|
/* If the vertex declaration contains a transformed position attribute,
|
|
* the draw uses the fixed function vertex pipeline regardless of any
|
|
* vertex shader set by the application. */
|
|
if (transformed != wasrhw
|
|
|| context->stream_info.swizzle_map != context->last_swizzle_map)
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
|
|
context->last_swizzle_map = context->stream_info.swizzle_map;
|
|
|
|
if (!use_vs(state))
|
|
{
|
|
if (context->last_was_vshader)
|
|
{
|
|
if (legacy_clip_planes)
|
|
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
|
|
clipplane(context, state, STATE_CLIPPLANE(i));
|
|
else
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
|
|
}
|
|
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
|
|
|
|
/* Because of settings->texcoords, we have to regenerate the vertex
|
|
* shader on a vdecl change if there aren't enough varyings to just
|
|
* always output all the texture coordinates.
|
|
*
|
|
* Likewise, we have to invalidate the shader when using per-vertex
|
|
* colours and diffuse/specular attribute presence changes, or when
|
|
* normal presence changes. */
|
|
if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
|
|
|| (state->render_states[WINED3D_RS_COLORVERTEX]
|
|
&& (diffuse != context->last_was_diffuse || specular != context->last_was_specular))
|
|
|| normal != context->last_was_normal)
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
|
|
if (use_ps(state)
|
|
&& state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
|
|
&& state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
}
|
|
else
|
|
{
|
|
if (!context->last_was_vshader)
|
|
{
|
|
/* Vertex shader clipping ignores the view matrix. Update all clip planes. */
|
|
if (legacy_clip_planes)
|
|
for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
|
|
clipplane(context, state, STATE_CLIPPLANE(i));
|
|
else
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
|
|
}
|
|
}
|
|
|
|
context->last_was_vshader = use_vs(state);
|
|
context->last_was_diffuse = diffuse;
|
|
context->last_was_specular = specular;
|
|
context->last_was_normal = normal;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_vs(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
/* Different vertex shaders potentially require a different vertex attributes setup. */
|
|
if (!isStateDirty(context, STATE_VDECL))
|
|
context_apply_state(context, state, STATE_VDECL);
|
|
}
|
|
|
|
static void glsl_vertex_pipe_hs(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
/* In Direct3D tessellator options (e.g. output primitive type, primitive
|
|
* winding) are defined in Hull Shaders, while in GLSL those are
|
|
* specified in Tessellation Evaluation Shaders. */
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
|
|
|
|
if (state->shader[WINED3D_SHADER_TYPE_VERTEX])
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
struct glsl_context_data *ctx_data = context->shader_backend_data;
|
|
BOOL rasterization_disabled;
|
|
|
|
rasterization_disabled = is_rasterization_disabled(state->shader[WINED3D_SHADER_TYPE_GEOMETRY]);
|
|
if (ctx_data->rasterization_disabled != rasterization_disabled)
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
ctx_data->rasterization_disabled = rasterization_disabled;
|
|
|
|
if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
|
|
else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
|
|
&& state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
|
|
else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
|
|
else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
|
|
&& state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_world(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
unsigned int k;
|
|
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
|
|
| WINED3D_SHADER_CONST_FFP_LIGHTS
|
|
| WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
|
|
|
|
if (needs_legacy_glsl_syntax(gl_info))
|
|
{
|
|
for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
|
|
{
|
|
if (!isStateDirty(context, STATE_CLIPPLANE(k)))
|
|
clipplane(context, state, STATE_CLIPPLANE(k));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
|
|
}
|
|
}
|
|
|
|
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 |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
|
|
glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
|
|
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
|
|
&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
DWORD sampler = state_id - STATE_SAMPLER(0);
|
|
const struct wined3d_texture *texture = state->textures[sampler];
|
|
BOOL np2;
|
|
|
|
if (!texture)
|
|
return;
|
|
|
|
if (sampler >= WINED3D_MAX_TEXTURES)
|
|
return;
|
|
|
|
if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
|
|
|| context->lastWasPow2Texture & (1u << sampler))
|
|
{
|
|
if (np2)
|
|
context->lastWasPow2Texture |= 1u << sampler;
|
|
else
|
|
context->lastWasPow2Texture &= ~(1u << sampler);
|
|
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
|
|
}
|
|
}
|
|
|
|
static void glsl_vertex_pipe_material(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_light(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
if (!use_vs(state))
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
|
|
}
|
|
|
|
static void glsl_vertex_pointsprite_core(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
static unsigned int once;
|
|
|
|
if (state->gl_primitive_type == GL_POINTS && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
|
|
FIXME("Non-point sprite points not supported in core profile.\n");
|
|
}
|
|
|
|
static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
UINT index = state_id - STATE_CLIPPLANE(0);
|
|
|
|
if (index >= gl_info->limits.user_clip_distances)
|
|
return;
|
|
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
|
|
}
|
|
|
|
static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
|
|
{
|
|
{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_HULL), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL), glsl_vertex_pipe_hs }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE },
|
|
{STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE },
|
|
/* Clip planes */
|
|
{STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
|
|
{STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 },
|
|
{STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
|
|
/* Lights */
|
|
{STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
/* Viewport */
|
|
{STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
|
|
/* Transform states */
|
|
{STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
/* Fog */
|
|
{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT },
|
|
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
|
|
/* NP2 texture matrix fixups. They are not needed if
|
|
* GL_ARB_texture_non_power_of_two is supported. Otherwise, register
|
|
* glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
|
|
* matrix. */
|
|
{STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
|
{STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
|
|
{STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
|
|
{STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GLSL_130 },
|
|
{STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_EXT_NONE },
|
|
{0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
|
|
};
|
|
|
|
/* TODO:
|
|
* - Implement vertex tweening. */
|
|
const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
|
|
{
|
|
glsl_vertex_pipe_vp_enable,
|
|
glsl_vertex_pipe_vp_get_caps,
|
|
glsl_vertex_pipe_vp_get_emul_mask,
|
|
glsl_vertex_pipe_vp_alloc,
|
|
glsl_vertex_pipe_vp_free,
|
|
glsl_vertex_pipe_vp_states,
|
|
};
|
|
|
|
static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
|
|
{
|
|
/* Nothing to do. */
|
|
}
|
|
|
|
static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
|
|
{
|
|
caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
|
|
| WINED3D_FRAGMENT_CAP_SRGB_WRITE
|
|
| WINED3D_FRAGMENT_CAP_COLOR_KEY;
|
|
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
|
|
| WINED3DPMISCCAPS_PERSTAGECONSTANT;
|
|
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
|
|
| WINED3DTEXOPCAPS_SELECTARG1
|
|
| WINED3DTEXOPCAPS_SELECTARG2
|
|
| WINED3DTEXOPCAPS_MODULATE4X
|
|
| WINED3DTEXOPCAPS_MODULATE2X
|
|
| WINED3DTEXOPCAPS_MODULATE
|
|
| WINED3DTEXOPCAPS_ADDSIGNED2X
|
|
| WINED3DTEXOPCAPS_ADDSIGNED
|
|
| WINED3DTEXOPCAPS_ADD
|
|
| WINED3DTEXOPCAPS_SUBTRACT
|
|
| WINED3DTEXOPCAPS_ADDSMOOTH
|
|
| WINED3DTEXOPCAPS_BLENDCURRENTALPHA
|
|
| WINED3DTEXOPCAPS_BLENDFACTORALPHA
|
|
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
|
|
| WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
|
|
| WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
|
|
| WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
|
|
| WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
|
|
| WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
|
|
| WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
|
|
| WINED3DTEXOPCAPS_DOTPRODUCT3
|
|
| WINED3DTEXOPCAPS_MULTIPLYADD
|
|
| WINED3DTEXOPCAPS_LERP
|
|
| WINED3DTEXOPCAPS_BUMPENVMAP
|
|
| WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
|
|
caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES;
|
|
caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES);
|
|
}
|
|
|
|
static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
|
|
return GL_EXT_EMUL_ARB_MULTITEXTURE;
|
|
return 0;
|
|
}
|
|
|
|
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;
|
|
wine_rb_init(&priv->ffp_fragment_shaders, wined3d_ffp_frag_program_key_compare);
|
|
return priv;
|
|
}
|
|
|
|
FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
|
|
{
|
|
struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
|
|
struct glsl_ffp_fragment_shader, entry.entry);
|
|
struct glsl_shader_prog_link *program, *program2;
|
|
struct glsl_ffp_destroy_ctx *ctx = context;
|
|
|
|
LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
|
|
struct glsl_shader_prog_link, ps.shader_entry)
|
|
{
|
|
delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
|
|
}
|
|
ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
|
|
heap_free(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 |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_fogparams(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_fog(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
BOOL use_vshader = use_vs(state);
|
|
enum fogsource new_source;
|
|
DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
|
|
DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
|
|
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
|
|
if (!state->render_states[WINED3D_RS_FOGENABLE])
|
|
return;
|
|
|
|
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
|
|
{
|
|
if (use_vshader)
|
|
new_source = FOGSOURCE_VS;
|
|
else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
|
|
new_source = FOGSOURCE_COORD;
|
|
else
|
|
new_source = FOGSOURCE_FFP;
|
|
}
|
|
else
|
|
{
|
|
new_source = FOGSOURCE_FFP;
|
|
}
|
|
|
|
if (new_source != context->fog_source || fogstart == fogend)
|
|
{
|
|
context->fog_source = new_source;
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
|
|
}
|
|
}
|
|
|
|
static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
/* Because of settings->texcoords_initialized and args->texcoords_initialized. */
|
|
if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
|
|
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
|
|
glsl_fragment_pipe_fog(context, state, state_id);
|
|
}
|
|
|
|
static void glsl_fragment_pipe_vs(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
/* Because of settings->texcoords_initialized and args->texcoords_initialized. */
|
|
if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
|
|
float ref = wined3d_alpha_ref(state);
|
|
|
|
if (func)
|
|
{
|
|
gl_info->gl_ops.gl.p_glAlphaFunc(func, ref);
|
|
checkGLcall("glAlphaFunc");
|
|
}
|
|
}
|
|
|
|
static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
|
|
{
|
|
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
|
|
checkGLcall("glEnable(GL_ALPHA_TEST)");
|
|
}
|
|
else
|
|
{
|
|
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
|
|
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
|
}
|
|
}
|
|
|
|
static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
|
|
const struct wined3d_state *state, DWORD state_id)
|
|
{
|
|
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
|
}
|
|
|
|
static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
|
|
{
|
|
{STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), glsl_fragment_pipe_alpha_test_func }, WINED3D_GL_LEGACY_CONTEXT},
|
|
{STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), NULL }, WINED3D_GL_LEGACY_CONTEXT},
|
|
{STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_LEGACY_CONTEXT},
|
|
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_core_alpha_test }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
|
|
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE },
|
|
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0},
|
|
{STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
|
|
{STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
|
|
{STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GLSL_130 },
|
|
{STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
|
|
{0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
|
|
};
|
|
|
|
static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
|
|
{
|
|
}
|
|
|
|
const struct fragment_pipeline glsl_fragment_pipe =
|
|
{
|
|
glsl_fragment_pipe_enable,
|
|
glsl_fragment_pipe_get_caps,
|
|
glsl_fragment_pipe_get_emul_mask,
|
|
glsl_fragment_pipe_alloc,
|
|
glsl_fragment_pipe_free,
|
|
glsl_fragment_pipe_alloc_context_data,
|
|
glsl_fragment_pipe_free_context_data,
|
|
shader_glsl_color_fixup_supported,
|
|
glsl_fragment_pipe_state_template,
|
|
};
|
|
|
|
struct glsl_blitter_args
|
|
{
|
|
GLenum texture_type;
|
|
struct color_fixup_desc fixup;
|
|
unsigned short use_colour_key;
|
|
};
|
|
|
|
struct glsl_blitter_program
|
|
{
|
|
struct wine_rb_entry entry;
|
|
struct glsl_blitter_args args;
|
|
GLuint id;
|
|
};
|
|
|
|
struct wined3d_glsl_blitter
|
|
{
|
|
struct wined3d_blitter blitter;
|
|
struct wined3d_string_buffer_list string_buffers;
|
|
struct wine_rb_tree programs;
|
|
GLuint palette_texture;
|
|
};
|
|
|
|
static int glsl_blitter_args_compare(const void *key, const struct wine_rb_entry *entry)
|
|
{
|
|
const struct glsl_blitter_args *a = key;
|
|
const struct glsl_blitter_args *b = &WINE_RB_ENTRY_VALUE(entry, const struct glsl_blitter_program, entry)->args;
|
|
|
|
return memcmp(a, b, sizeof(*a));
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void glsl_free_blitter_program(struct wine_rb_entry *entry, void *ctx)
|
|
{
|
|
struct glsl_blitter_program *program = WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
|
|
struct wined3d_context *context = ctx;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
GL_EXTCALL(glDeleteProgram(program->id));
|
|
checkGLcall("glDeleteProgram()");
|
|
heap_free(program);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void glsl_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_glsl_blitter *glsl_blitter;
|
|
struct wined3d_blitter *next;
|
|
|
|
if ((next = blitter->next))
|
|
next->ops->blitter_destroy(next, context);
|
|
|
|
glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter);
|
|
|
|
if (glsl_blitter->palette_texture)
|
|
gl_info->gl_ops.gl.p_glDeleteTextures(1, &glsl_blitter->palette_texture);
|
|
|
|
wine_rb_destroy(&glsl_blitter->programs, glsl_free_blitter_program, context);
|
|
string_buffer_list_cleanup(&glsl_blitter->string_buffers);
|
|
|
|
heap_free(glsl_blitter);
|
|
}
|
|
|
|
static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
|
|
const char *output, const char *tex_type, const char *swizzle)
|
|
{
|
|
shader_addline(buffer, "uniform sampler1D sampler_palette;\n");
|
|
shader_addline(buffer, "\nvoid main()\n{\n");
|
|
/* The alpha-component contains the palette index. */
|
|
shader_addline(buffer, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
|
|
needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle,
|
|
gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x');
|
|
/* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
|
|
* the middle. */
|
|
shader_addline(buffer, " index = (index * 255.0 + 0.5) / 256.0;\n");
|
|
shader_addline(buffer, " %s = texture%s(sampler_palette, index);\n",
|
|
output, needs_legacy_glsl_syntax(gl_info) ? "1D" : "");
|
|
if (args->use_colour_key)
|
|
shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high");
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
|
|
const char *tex_type)
|
|
{
|
|
enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
|
|
char chroma, luminance;
|
|
const char *tex;
|
|
|
|
/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
|
|
* macropixel, giving effectively 16 bits per pixel. The color consists of
|
|
* a luminance(Y) and two chroma(U and V) values. Each macropixel has two
|
|
* luminance values, one for each single pixel it contains, and one U and
|
|
* one V value shared between both pixels.
|
|
*
|
|
* The data is loaded into an A8L8 texture. With YUY2, the luminance
|
|
* component contains the luminance and alpha the chroma. With UYVY it is
|
|
* vice versa. Thus take the format into account when generating the read
|
|
* swizzles
|
|
*
|
|
* Reading the Y value is straightforward - just sample the texture. The
|
|
* hardware takes care of filtering in the horizontal and vertical
|
|
* direction.
|
|
*
|
|
* Reading the U and V values is harder. We have to avoid filtering
|
|
* horizontally, because that would mix the U and V values of one pixel or
|
|
* two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
|
|
* get an unfiltered read, regardless of the filtering setting. Vertical
|
|
* filtering works automatically though - the U and V values of two rows
|
|
* are mixed nicely.
|
|
*
|
|
* Apart of avoiding filtering issues, the code has to know which value it
|
|
* just read, and where it can find the other one. To determine this, it
|
|
* checks if it sampled an even or odd pixel, and shifts the 2nd read
|
|
* accordingly.
|
|
*
|
|
* Handling horizontal filtering of U and V values requires reading a 2nd
|
|
* pair of pixels, extracting U and V and mixing them. This is not
|
|
* implemented yet.
|
|
*
|
|
* An alternative implementation idea is to load the texture as A8R8G8B8
|
|
* texture, with width / 2. This way one read gives all 3 values, finding
|
|
* U and V is easy in an unfiltered situation. Finding the luminance on
|
|
* the other hand requires finding out if it is an odd or even pixel. The
|
|
* real drawback of this approach is filtering. This would have to be
|
|
* emulated completely in the shader, reading up two 2 packed pixels in up
|
|
* to 2 rows and interpolating both horizontally and vertically. Beyond
|
|
* that it would require adjustments to the texture handling code to deal
|
|
* with the width scaling. */
|
|
|
|
if (complex_fixup == COMPLEX_FIXUP_UYVY)
|
|
{
|
|
chroma = 'x';
|
|
luminance = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
|
|
}
|
|
else
|
|
{
|
|
chroma = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
|
|
luminance = 'x';
|
|
}
|
|
|
|
tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
|
|
|
|
/* First we have to read the chroma values. This means we need at least
|
|
* two pixels (no filtering), or 4 pixels (with filtering). To get the
|
|
* unmodified chroma, we have to rid ourselves of the filtering when we
|
|
* sample the texture. */
|
|
shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
|
|
/* We must not allow filtering between pixel x and x+1, this would mix U
|
|
* and V. Vertical filtering is ok. However, bear in mind that the pixel
|
|
* center is at 0.5, so add 0.5. */
|
|
shader_addline(buffer, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
|
|
shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
|
|
|
|
/* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
|
|
* and 0.75 for the even and odd pixels respectively. */
|
|
/* Put the value into either of the chroma values. */
|
|
shader_addline(buffer, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
|
|
shader_addline(buffer, " if (even)\n");
|
|
shader_addline(buffer, " chroma.y = luminance;\n");
|
|
shader_addline(buffer, " else\n");
|
|
shader_addline(buffer, " chroma.x = luminance;\n");
|
|
|
|
/* Sample pixel 2. If we read an even pixel, sample the pixel right to the
|
|
* current one. Otherwise, sample the left pixel. */
|
|
shader_addline(buffer, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
|
|
shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
|
|
|
|
/* Put the value into the other chroma. */
|
|
shader_addline(buffer, " if (even)\n");
|
|
shader_addline(buffer, " chroma.x = luminance;\n");
|
|
shader_addline(buffer, " else\n");
|
|
shader_addline(buffer, " chroma.y = luminance;\n");
|
|
|
|
/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
|
|
* the current one and lerp the two U and V values. */
|
|
|
|
/* This gives the correctly filtered luminance value. */
|
|
shader_addline(buffer, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex, luminance);
|
|
}
|
|
|
|
static void gen_yv12_read(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const char *tex_type)
|
|
{
|
|
char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
|
|
const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
|
|
|
|
/* YV12 surfaces contain a WxH sized luminance plane, followed by a
|
|
* (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
|
|
* the effective bitdepth is 12 bits per pixel. Since the U and V planes
|
|
* have only half the pitch of the luminance plane, the packing into the
|
|
* gl texture is a bit unfortunate. If the whole texture is interpreted as
|
|
* luminance data it looks approximately like this:
|
|
*
|
|
* +----------------------------------+----
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | | 2
|
|
* | LUMINANCE | -
|
|
* | | 3
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* +----------------+-----------------+----
|
|
* | | |
|
|
* | V even rows | V odd rows |
|
|
* | | | 1
|
|
* +----------------+------------------ -
|
|
* | | | 3
|
|
* | U even rows | U odd rows |
|
|
* | | |
|
|
* +----------------+-----------------+----
|
|
* | | |
|
|
* | 0.5 | 0.5 |
|
|
*
|
|
* So it appears as if there are 4 chroma images, but in fact the odd rows
|
|
* in the chroma images are in the same row as the even ones. So it is
|
|
* kinda tricky to read. */
|
|
|
|
/* First sample the chroma values. */
|
|
shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
|
|
/* The chroma planes have only half the width. */
|
|
shader_addline(buffer, " texcoord.x *= 0.5;\n");
|
|
|
|
/* The first value is between 2/3 and 5/6 of the texture's height, so
|
|
* scale+bias the coordinate. Also read the right side of the image when
|
|
* reading odd lines.
|
|
*
|
|
* Don't forget to clamp the y values in into the range, otherwise we'll
|
|
* get filtering bleeding. */
|
|
|
|
/* Read odd lines from the right side (add 0.5 to the x coordinate). */
|
|
shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
|
|
shader_addline(buffer, " texcoord.x += 0.5;\n");
|
|
|
|
/* Clamp, keep the half pixel origin in mind. */
|
|
shader_addline(buffer, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
|
|
"2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
|
|
|
|
shader_addline(buffer, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
|
|
|
|
/* The other chroma value is 1/6th of the texture lower, from 5/6th to
|
|
* 6/6th No need to clamp because we're just reusing the already clamped
|
|
* value from above. */
|
|
shader_addline(buffer, " texcoord.y += 1.0 / 6.0;\n");
|
|
shader_addline(buffer, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
|
|
|
|
/* Sample the luminance value. It is in the top 2/3rd of the texture, so
|
|
* scale the y coordinate. Clamp the y coordinate to prevent the chroma
|
|
* values from bleeding into the sampled luminance values due to
|
|
* filtering. */
|
|
shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
|
|
/* Multiply the y coordinate by 2/3 and clamp it. */
|
|
shader_addline(buffer, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
|
|
shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
|
|
}
|
|
|
|
static void gen_nv12_read(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const char *tex_type)
|
|
{
|
|
char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
|
|
const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
|
|
|
|
/* NV12 surfaces contain a WxH sized luminance plane, followed by a
|
|
* (W/2)x(H/2) sized plane where each component is an UV pair. So the
|
|
* effective bitdepth is 12 bits per pixel. If the whole texture is
|
|
* interpreted as luminance data it looks approximately like this:
|
|
*
|
|
* +----------------------------------+----
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | | 2
|
|
* | LUMINANCE | -
|
|
* | | 3
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* | |
|
|
* +----------------------------------+----
|
|
* |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
|
|
* |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
|
|
* | | 1
|
|
* | | -
|
|
* | | 3
|
|
* | |
|
|
* | |
|
|
* +----------------------------------+---- */
|
|
|
|
/* First sample the chroma values. */
|
|
shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
|
|
/* We only have half the number of chroma pixels. */
|
|
shader_addline(buffer, " texcoord.x *= 0.5;\n");
|
|
shader_addline(buffer, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
|
|
|
|
/* We must not allow filtering horizontally, this would mix U and V.
|
|
* Vertical filtering is ok. However, bear in mind that the pixel center
|
|
* is at 0.5, so add 0.5. */
|
|
|
|
/* Convert to non-normalised coordinates so we can find the individual
|
|
* pixel. */
|
|
shader_addline(buffer, " texcoord.x = floor(texcoord.x * size.x);\n");
|
|
/* Multiply by 2 since chroma components are stored in UV pixel pairs, add
|
|
* 0.5 to hit the center of the pixel. Then convert back to normalised
|
|
* coordinates. */
|
|
shader_addline(buffer, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
|
|
/* Clamp, keep the half pixel origin in mind. */
|
|
shader_addline(buffer, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
|
|
|
|
shader_addline(buffer, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
|
|
/* Add 1.0 / size.x to sample the adjacent texel. */
|
|
shader_addline(buffer, " texcoord.x += 1.0 / size.x;\n");
|
|
shader_addline(buffer, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
|
|
|
|
/* Sample the luminance value. It is in the top 2/3rd of the texture, so
|
|
* scale the y coordinate. Clamp the y coordinate to prevent the chroma
|
|
* values from bleeding into the sampled luminance values due to
|
|
* filtering. */
|
|
shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
|
|
/* Multiply the y coordinate by 2/3 and clamp it. */
|
|
shader_addline(buffer, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
|
|
shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
|
|
}
|
|
|
|
static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
|
|
const char *output, const char *tex_type, const char *swizzle)
|
|
{
|
|
enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
|
|
|
|
shader_addline(buffer, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
|
|
shader_addline(buffer, "float luminance;\n");
|
|
shader_addline(buffer, "vec2 texcoord;\n");
|
|
shader_addline(buffer, "vec2 chroma;\n");
|
|
shader_addline(buffer, "uniform vec2 size;\n");
|
|
|
|
shader_addline(buffer, "\nvoid main()\n{\n");
|
|
|
|
switch (complex_fixup)
|
|
{
|
|
case COMPLEX_FIXUP_UYVY:
|
|
case COMPLEX_FIXUP_YUY2:
|
|
gen_packed_yuv_read(buffer, gl_info, args, tex_type);
|
|
break;
|
|
|
|
case COMPLEX_FIXUP_YV12:
|
|
gen_yv12_read(buffer, gl_info, tex_type);
|
|
break;
|
|
|
|
case COMPLEX_FIXUP_NV12:
|
|
gen_nv12_read(buffer, gl_info, tex_type);
|
|
break;
|
|
|
|
default:
|
|
FIXME("Unsupported fixup %#x.\n", complex_fixup);
|
|
string_buffer_free(buffer);
|
|
return;
|
|
}
|
|
|
|
/* Calculate the final result. Formula is taken from
|
|
* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
|
|
* ranges from -0.5 to 0.5. */
|
|
shader_addline(buffer, "\n chroma.xy -= 0.5;\n");
|
|
|
|
shader_addline(buffer, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output);
|
|
shader_addline(buffer, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output);
|
|
shader_addline(buffer, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output);
|
|
if (args->use_colour_key)
|
|
shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high");
|
|
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
|
|
const char *output, const char *tex_type, const char *swizzle)
|
|
{
|
|
shader_addline(buffer, "\nvoid main()\n{\n");
|
|
shader_addline(buffer, " %s = texture%s(sampler, out_texcoord.%s);\n",
|
|
output, needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle);
|
|
shader_glsl_color_correction_ext(buffer, output, WINED3DSP_WRITEMASK_ALL, args->fixup);
|
|
if (args->use_colour_key)
|
|
shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high");
|
|
shader_addline(buffer, "}\n");
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter,
|
|
const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args)
|
|
{
|
|
static const struct
|
|
{
|
|
GLenum texture_target;
|
|
const char texture_type[7];
|
|
const char texcoord_swizzle[4];
|
|
}
|
|
texture_data[] =
|
|
{
|
|
{GL_TEXTURE_2D, "2D", "xy"},
|
|
{GL_TEXTURE_CUBE_MAP, "Cube", "xyz"},
|
|
{GL_TEXTURE_RECTANGLE_ARB, "2DRect", "xy"},
|
|
};
|
|
static const char vshader_main[] =
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = vec4(pos, 0.0, 1.0);\n"
|
|
" out_texcoord = texcoord;\n"
|
|
"}\n";
|
|
enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
|
|
struct wined3d_string_buffer *buffer, *output;
|
|
GLuint program, vshader_id, fshader_id;
|
|
const char *tex_type, *swizzle, *ptr;
|
|
unsigned int i;
|
|
GLint loc;
|
|
|
|
for (i = 0; i < ARRAY_SIZE(texture_data); ++i)
|
|
{
|
|
if (args->texture_type == texture_data[i].texture_target)
|
|
{
|
|
tex_type = texture_data[i].texture_type;
|
|
swizzle = texture_data[i].texcoord_swizzle;
|
|
break;
|
|
}
|
|
}
|
|
if (i == ARRAY_SIZE(texture_data))
|
|
{
|
|
FIXME("Unsupported texture type %#x.\n", args->texture_type);
|
|
return 0;
|
|
}
|
|
|
|
program = GL_EXTCALL(glCreateProgram());
|
|
|
|
vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
|
|
|
|
buffer = string_buffer_get(&blitter->string_buffers);
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
shader_addline(buffer, "%s vec2 pos;\n", get_attribute_keyword(gl_info));
|
|
shader_addline(buffer, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info));
|
|
declare_out_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
|
|
shader_addline(buffer, vshader_main);
|
|
|
|
ptr = buffer->buffer;
|
|
GL_EXTCALL(glShaderSource(vshader_id, 1, &ptr, NULL));
|
|
GL_EXTCALL(glAttachShader(program, vshader_id));
|
|
GL_EXTCALL(glDeleteShader(vshader_id));
|
|
|
|
fshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
|
|
|
|
string_buffer_clear(buffer);
|
|
shader_glsl_add_version_declaration(buffer, gl_info);
|
|
shader_addline(buffer, "uniform sampler%s sampler;\n", tex_type);
|
|
if (args->use_colour_key)
|
|
{
|
|
shader_addline(buffer, "uniform struct\n{\n");
|
|
shader_addline(buffer, " vec4 low, high;\n");
|
|
shader_addline(buffer, "} colour_key;\n");
|
|
}
|
|
declare_in_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n");
|
|
/* TODO: Declare the out variable with the correct type (and put it in the
|
|
* blitter args). */
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
shader_addline(buffer, "out vec4 ps_out[1];\n");
|
|
|
|
output = string_buffer_get(&blitter->string_buffers);
|
|
string_buffer_sprintf(output, "%s[0]", get_fragment_output(gl_info));
|
|
|
|
switch (complex_fixup)
|
|
{
|
|
case COMPLEX_FIXUP_P8:
|
|
glsl_blitter_generate_p8_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
|
|
break;
|
|
case COMPLEX_FIXUP_YUY2:
|
|
case COMPLEX_FIXUP_UYVY:
|
|
case COMPLEX_FIXUP_YV12:
|
|
case COMPLEX_FIXUP_NV12:
|
|
glsl_blitter_generate_yuv_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
|
|
break;
|
|
case COMPLEX_FIXUP_NONE:
|
|
glsl_blitter_generate_plain_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
|
|
}
|
|
|
|
string_buffer_release(&blitter->string_buffers, output);
|
|
|
|
ptr = buffer->buffer;
|
|
GL_EXTCALL(glShaderSource(fshader_id, 1, &ptr, NULL));
|
|
string_buffer_release(&blitter->string_buffers, buffer);
|
|
GL_EXTCALL(glAttachShader(program, fshader_id));
|
|
GL_EXTCALL(glDeleteShader(fshader_id));
|
|
|
|
GL_EXTCALL(glBindAttribLocation(program, 0, "pos"));
|
|
GL_EXTCALL(glBindAttribLocation(program, 1, "texcoord"));
|
|
|
|
if (!needs_legacy_glsl_syntax(gl_info))
|
|
GL_EXTCALL(glBindFragDataLocation(program, 0, "ps_out"));
|
|
|
|
GL_EXTCALL(glCompileShader(vshader_id));
|
|
print_glsl_info_log(gl_info, vshader_id, FALSE);
|
|
GL_EXTCALL(glCompileShader(fshader_id));
|
|
print_glsl_info_log(gl_info, fshader_id, FALSE);
|
|
GL_EXTCALL(glLinkProgram(program));
|
|
shader_glsl_validate_link(gl_info, program);
|
|
|
|
GL_EXTCALL(glUseProgram(program));
|
|
loc = GL_EXTCALL(glGetUniformLocation(program, "sampler"));
|
|
GL_EXTCALL(glUniform1i(loc, 0));
|
|
if (complex_fixup == COMPLEX_FIXUP_P8)
|
|
{
|
|
loc = GL_EXTCALL(glGetUniformLocation(program, "sampler_palette"));
|
|
GL_EXTCALL(glUniform1i(loc, 1));
|
|
}
|
|
|
|
return program;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter,
|
|
struct wined3d_context *context, const struct wined3d_texture *texture)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_palette *palette;
|
|
|
|
palette = texture->swapchain ? texture->swapchain->palette : NULL;
|
|
|
|
if (!blitter->palette_texture)
|
|
gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture);
|
|
|
|
context_active_texture(context, gl_info, 1);
|
|
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture);
|
|
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
if (palette)
|
|
{
|
|
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA,
|
|
GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors);
|
|
}
|
|
else
|
|
{
|
|
static const DWORD black;
|
|
|
|
FIXME("P8 texture loaded without a palette.\n");
|
|
gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA,
|
|
GL_UNSIGNED_INT_8_8_8_8_REV, &black);
|
|
}
|
|
|
|
context_active_texture(context, gl_info, 0);
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl_blitter *blitter,
|
|
struct wined3d_context *context, const struct wined3d_texture_gl *texture_gl, BOOL use_colour_key)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct glsl_blitter_program *program;
|
|
struct glsl_blitter_args args;
|
|
struct wine_rb_entry *entry;
|
|
|
|
memset(&args, 0, sizeof(args));
|
|
args.texture_type = texture_gl->target;
|
|
args.fixup = texture_gl->t.resource.format->color_fixup;
|
|
args.use_colour_key = use_colour_key;
|
|
|
|
if ((entry = wine_rb_get(&blitter->programs, &args)))
|
|
return WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
|
|
|
|
if (!(program = heap_alloc(sizeof(*program))))
|
|
{
|
|
ERR("Failed to allocate blitter program memory.\n");
|
|
return NULL;
|
|
}
|
|
|
|
program->args = args;
|
|
if (!(program->id = glsl_blitter_generate_program(blitter, gl_info, &args)))
|
|
{
|
|
WARN("Failed to generate blitter program.\n");
|
|
heap_free(program);
|
|
return NULL;
|
|
}
|
|
|
|
if (wine_rb_put(&blitter->programs, &program->args, &program->entry) == -1)
|
|
{
|
|
ERR("Failed to store blitter program.\n");
|
|
GL_EXTCALL(glDeleteProgram(program->id));
|
|
heap_free(program);
|
|
return NULL;
|
|
}
|
|
|
|
return program;
|
|
}
|
|
|
|
static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context,
|
|
const struct wined3d_texture_gl *src_texture, DWORD src_location,
|
|
const struct wined3d_texture_gl *dst_texture, DWORD dst_location)
|
|
{
|
|
const struct wined3d_resource *src_resource = &src_texture->t.resource;
|
|
const struct wined3d_resource *dst_resource = &dst_texture->t.resource;
|
|
const struct wined3d_format *src_format = src_resource->format;
|
|
const struct wined3d_format *dst_format = dst_resource->format;
|
|
BOOL decompress;
|
|
|
|
if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
|
|
{
|
|
if (dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
|
|
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
|
|
else
|
|
blit_op = WINED3D_BLIT_OP_COLOR_BLIT;
|
|
}
|
|
|
|
if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT && blit_op != WINED3D_BLIT_OP_COLOR_BLIT_CKEY
|
|
&& blit_op != WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
|
|
{
|
|
TRACE("Unsupported blit_op %#x.\n", blit_op);
|
|
return FALSE;
|
|
}
|
|
|
|
if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
|
|
return FALSE;
|
|
|
|
if (src_texture->target == GL_TEXTURE_2D_MULTISAMPLE
|
|
|| src_texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
{
|
|
TRACE("Multi-sample source textures not supported.\n");
|
|
return FALSE;
|
|
}
|
|
|
|
/* We don't necessarily want to blit from resources without
|
|
* WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
|
|
* compressed textures. */
|
|
decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
|
|
&& !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
|
|
if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
|
|
{
|
|
TRACE("Source or destination resource does not have GPU access.\n");
|
|
return FALSE;
|
|
}
|
|
|
|
if (!is_identity_fixup(dst_format->color_fixup)
|
|
&& (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
|
|
{
|
|
TRACE("Destination fixups are not supported.\n");
|
|
return FALSE;
|
|
}
|
|
|
|
TRACE("Returning supported.\n");
|
|
return TRUE;
|
|
}
|
|
|
|
static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
|
|
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
|
|
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
|
|
unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect,
|
|
const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter)
|
|
{
|
|
struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture);
|
|
struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture);
|
|
struct wined3d_device *device = dst_texture->resource.device;
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
struct wined3d_texture *staging_texture = NULL;
|
|
struct wined3d_glsl_blitter *glsl_blitter;
|
|
struct wined3d_color_key alpha_test_key;
|
|
struct glsl_blitter_program *program;
|
|
struct wined3d_blitter *next;
|
|
unsigned int src_level;
|
|
GLint location;
|
|
RECT s, d;
|
|
|
|
TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
|
|
"dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
|
|
blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location),
|
|
wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location),
|
|
wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter));
|
|
|
|
if (!glsl_blitter_supported(op, context, src_texture_gl, src_location, dst_texture_gl, dst_location))
|
|
{
|
|
if (!(next = blitter->next))
|
|
{
|
|
ERR("No blitter to handle blit op %#x.\n", op);
|
|
return dst_location;
|
|
}
|
|
|
|
TRACE("Forwarding to blitter %p.\n", next);
|
|
return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location,
|
|
src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter);
|
|
}
|
|
|
|
glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter);
|
|
|
|
if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU))
|
|
{
|
|
struct wined3d_resource_desc desc;
|
|
struct wined3d_box upload_box;
|
|
HRESULT hr;
|
|
|
|
TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
|
|
|
|
src_level = src_sub_resource_idx % src_texture->level_count;
|
|
desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
|
|
desc.format = src_texture->resource.format->id;
|
|
desc.multisample_type = src_texture->resource.multisample_type;
|
|
desc.multisample_quality = src_texture->resource.multisample_quality;
|
|
desc.usage = WINED3DUSAGE_PRIVATE;
|
|
desc.bind_flags = 0;
|
|
desc.access = WINED3D_RESOURCE_ACCESS_GPU;
|
|
desc.width = wined3d_texture_get_level_width(src_texture, src_level);
|
|
desc.height = wined3d_texture_get_level_height(src_texture, src_level);
|
|
desc.depth = 1;
|
|
desc.size = 0;
|
|
|
|
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
|
|
NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
|
|
{
|
|
ERR("Failed to create staging texture, hr %#x.\n", hr);
|
|
return dst_location;
|
|
}
|
|
|
|
wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth);
|
|
wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0,
|
|
src_texture, src_sub_resource_idx, &upload_box);
|
|
|
|
src_texture = staging_texture;
|
|
src_sub_resource_idx = 0;
|
|
}
|
|
else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
|
|
&& (src_texture->sub_resources[src_sub_resource_idx].locations
|
|
& (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE
|
|
&& !wined3d_resource_is_offscreen(&src_texture->resource))
|
|
{
|
|
|
|
/* Without FBO blits transferring from the drawable to the texture is
|
|
* expensive, because we have to flip the data in sysmem. Since we can
|
|
* flip in the blitter, we don't actually need that flip anyway. So we
|
|
* use the surface's texture as scratch texture, and flip the source
|
|
* rectangle instead. */
|
|
texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context);
|
|
|
|
s = *src_rect;
|
|
src_level = src_sub_resource_idx % src_texture->level_count;
|
|
s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
|
|
s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
|
|
src_rect = &s;
|
|
}
|
|
else
|
|
{
|
|
wined3d_texture_load(src_texture, context, FALSE);
|
|
}
|
|
|
|
context_apply_blit_state(context, device);
|
|
|
|
if (dst_location == WINED3D_LOCATION_DRAWABLE)
|
|
{
|
|
d = *dst_rect;
|
|
wined3d_texture_translate_drawable_coords(dst_texture, context->win_handle, &d);
|
|
dst_rect = &d;
|
|
}
|
|
|
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
|
{
|
|
GLenum buffer;
|
|
|
|
if (dst_location == WINED3D_LOCATION_DRAWABLE)
|
|
{
|
|
TRACE("Destination texture %p is onscreen.\n", dst_texture);
|
|
buffer = wined3d_texture_get_gl_buffer(dst_texture);
|
|
}
|
|
else
|
|
{
|
|
TRACE("Destination texture %p is offscreen.\n", dst_texture);
|
|
buffer = GL_COLOR_ATTACHMENT0;
|
|
}
|
|
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,
|
|
&dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location);
|
|
context_set_draw_buffer(context, buffer);
|
|
context_check_fbo_status(context, GL_DRAW_FRAMEBUFFER);
|
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
|
}
|
|
|
|
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
|
|
{
|
|
const struct wined3d_format *f = src_texture->resource.format;
|
|
|
|
alpha_test_key.color_space_low_value = 0;
|
|
alpha_test_key.color_space_high_value = ~(((1u << f->alpha_size) - 1) << f->alpha_offset);
|
|
colour_key = &alpha_test_key;
|
|
}
|
|
else if (op != WINED3D_BLIT_OP_COLOR_BLIT_CKEY)
|
|
{
|
|
colour_key = NULL;
|
|
}
|
|
|
|
if (!(program = glsl_blitter_get_program(glsl_blitter, context, src_texture_gl, !!colour_key)))
|
|
{
|
|
ERR("Failed to get blitter program.\n");
|
|
return dst_location;
|
|
}
|
|
GL_EXTCALL(glUseProgram(program->id));
|
|
switch (get_complex_fixup(program->args.fixup))
|
|
{
|
|
case COMPLEX_FIXUP_P8:
|
|
glsl_blitter_upload_palette(glsl_blitter, context, src_texture);
|
|
break;
|
|
|
|
case COMPLEX_FIXUP_YUY2:
|
|
case COMPLEX_FIXUP_UYVY:
|
|
case COMPLEX_FIXUP_YV12:
|
|
case COMPLEX_FIXUP_NV12:
|
|
src_level = src_sub_resource_idx % src_texture->level_count;
|
|
location = GL_EXTCALL(glGetUniformLocation(program->id, "size"));
|
|
GL_EXTCALL(glUniform2f(location, wined3d_texture_get_level_pow2_width(src_texture, src_level),
|
|
wined3d_texture_get_level_pow2_height(src_texture, src_level)));
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
if (colour_key)
|
|
{
|
|
struct wined3d_color float_key[2];
|
|
|
|
wined3d_format_get_float_color_key(src_texture->resource.format, colour_key, float_key);
|
|
location = GL_EXTCALL(glGetUniformLocation(program->id, "colour_key.low"));
|
|
GL_EXTCALL(glUniform4fv(location, 1, &float_key[0].r));
|
|
location = GL_EXTCALL(glGetUniformLocation(program->id, "colour_key.high"));
|
|
GL_EXTCALL(glUniform4fv(location, 1, &float_key[1].r));
|
|
}
|
|
context_draw_shaded_quad(context, src_texture_gl, src_sub_resource_idx, src_rect, dst_rect, filter);
|
|
GL_EXTCALL(glUseProgram(0));
|
|
|
|
if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture))
|
|
gl_info->gl_ops.gl.p_glFlush();
|
|
|
|
if (staging_texture)
|
|
wined3d_texture_decref(staging_texture);
|
|
|
|
return dst_location;
|
|
}
|
|
|
|
static void glsl_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device,
|
|
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
|
|
const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
|
|
{
|
|
struct wined3d_blitter *next;
|
|
|
|
if ((next = blitter->next))
|
|
next->ops->blitter_clear(next, device, rt_count, fb, rect_count,
|
|
clear_rects, draw_rect, flags, color, depth, stencil);
|
|
}
|
|
|
|
static const struct wined3d_blitter_ops glsl_blitter_ops =
|
|
{
|
|
glsl_blitter_destroy,
|
|
glsl_blitter_clear,
|
|
glsl_blitter_blit,
|
|
};
|
|
|
|
struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
|
|
const struct wined3d_device *device)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
struct wined3d_glsl_blitter *blitter;
|
|
|
|
if (device->shader_backend != &glsl_shader_backend)
|
|
return NULL;
|
|
|
|
if (!gl_info->supported[ARB_VERTEX_SHADER] || !gl_info->supported[ARB_FRAGMENT_SHADER])
|
|
return NULL;
|
|
|
|
if (!(blitter = heap_alloc(sizeof(*blitter))))
|
|
{
|
|
ERR("Failed to allocate blitter.\n");
|
|
return NULL;
|
|
}
|
|
|
|
TRACE("Created blitter %p.\n", blitter);
|
|
|
|
blitter->blitter.ops = &glsl_blitter_ops;
|
|
blitter->blitter.next = *next;
|
|
string_buffer_list_init(&blitter->string_buffers);
|
|
wine_rb_init(&blitter->programs, glsl_blitter_args_compare);
|
|
blitter->palette_texture = 0;
|
|
*next = &blitter->blitter;
|
|
|
|
return *next;
|
|
}
|