Sweden-Number/dlls/wined3d/glsl_shader.c

8630 lines
362 KiB
C

/*
* GLSL pixel and vertex shader implementation
*
* Copyright 2006 Jason Green
* Copyright 2006-2007 Henri Verbeet
* Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* D3D shader asm has swizzles on source parameters, and write masks for
* destination parameters. GLSL uses swizzles for both. The result of this is
* that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
* Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
* mask for the destination parameter into account.
*/
#include "config.h"
#include "wine/port.h"
#include <limits.h>
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(winediag);
#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
#define WINED3D_GLSL_SAMPLE_NPOT 0x2
#define WINED3D_GLSL_SAMPLE_LOD 0x4
#define WINED3D_GLSL_SAMPLE_GRAD 0x8
struct glsl_dst_param
{
char reg_name[150];
char mask_str[6];
};
struct glsl_src_param
{
char reg_name[150];
char param_str[200];
};
struct glsl_sample_function
{
struct wined3d_string_buffer *name;
DWORD coord_mask;
enum wined3d_data_type data_type;
};
enum heap_node_op
{
HEAP_NODE_TRAVERSE_LEFT,
HEAP_NODE_TRAVERSE_RIGHT,
HEAP_NODE_POP,
};
struct constant_entry
{
unsigned int idx;
unsigned int version;
};
struct constant_heap
{
struct constant_entry *entries;
BOOL *contained;
unsigned int *positions;
unsigned int size;
};
/* GLSL shader private data */
struct shader_glsl_priv {
struct wined3d_string_buffer shader_buffer;
struct wined3d_string_buffer_list string_buffers;
struct wine_rb_tree program_lookup;
struct constant_heap vconst_heap;
struct constant_heap pconst_heap;
unsigned char *stack;
GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT];
GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT];
UINT next_constant_version;
const struct wined3d_vertex_pipe_ops *vertex_pipe;
const struct fragment_pipeline *fragment_pipe;
struct wine_rb_tree ffp_vertex_shaders;
struct wine_rb_tree ffp_fragment_shaders;
BOOL ffp_proj_control;
BOOL legacy_lighting;
};
struct glsl_vs_program
{
struct list shader_entry;
GLuint id;
GLenum vertex_color_clamp;
GLint *uniform_f_locations;
GLint uniform_i_locations[MAX_CONST_I];
GLint uniform_b_locations[MAX_CONST_B];
GLint pos_fixup_location;
GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
GLint projection_matrix_location;
GLint normal_matrix_location;
GLint texture_matrix_location[MAX_TEXTURES];
GLint material_ambient_location;
GLint material_diffuse_location;
GLint material_specular_location;
GLint material_emissive_location;
GLint material_shininess_location;
GLint light_ambient_location;
struct
{
GLint diffuse;
GLint specular;
GLint ambient;
GLint position;
GLint direction;
GLint range;
GLint falloff;
GLint c_att;
GLint l_att;
GLint q_att;
GLint cos_htheta;
GLint cos_hphi;
} light_location[MAX_ACTIVE_LIGHTS];
GLint pointsize_location;
GLint pointsize_min_location;
GLint pointsize_max_location;
GLint pointsize_c_att_location;
GLint pointsize_l_att_location;
GLint pointsize_q_att_location;
};
struct glsl_gs_program
{
struct list shader_entry;
GLuint id;
};
struct glsl_ps_program
{
struct list shader_entry;
GLuint id;
GLint *uniform_f_locations;
GLint uniform_i_locations[MAX_CONST_I];
GLint uniform_b_locations[MAX_CONST_B];
GLint bumpenv_mat_location[MAX_TEXTURES];
GLint bumpenv_lum_scale_location[MAX_TEXTURES];
GLint bumpenv_lum_offset_location[MAX_TEXTURES];
GLint tss_constant_location[MAX_TEXTURES];
GLint tex_factor_location;
GLint specular_enable_location;
GLint fog_color_location;
GLint fog_density_location;
GLint fog_end_location;
GLint fog_scale_location;
GLint ycorrection_location;
GLint np2_fixup_location;
GLint color_key_location;
const struct ps_np2fixup_info *np2_fixup_info;
};
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link
{
struct wine_rb_entry program_lookup_entry;
struct glsl_vs_program vs;
struct glsl_gs_program gs;
struct glsl_ps_program ps;
GLuint id;
DWORD constant_update_mask;
UINT constant_version;
};
struct glsl_program_key
{
GLuint vs_id;
GLuint gs_id;
GLuint ps_id;
};
struct shader_glsl_ctx_priv {
const struct vs_compile_args *cur_vs_args;
const struct ps_compile_args *cur_ps_args;
struct ps_np2fixup_info *cur_np2fixup_info;
struct wined3d_string_buffer_list *string_buffers;
};
struct glsl_context_data
{
struct glsl_shader_prog_link *glsl_program;
};
struct glsl_ps_compiled_shader
{
struct ps_compile_args args;
struct ps_np2fixup_info np2fixup;
GLuint id;
};
struct glsl_vs_compiled_shader
{
struct vs_compile_args args;
GLuint id;
};
struct glsl_gs_compiled_shader
{
GLuint id;
};
struct glsl_shader_private
{
union
{
struct glsl_vs_compiled_shader *vs;
struct glsl_gs_compiled_shader *gs;
struct glsl_ps_compiled_shader *ps;
} gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
struct glsl_ffp_vertex_shader
{
struct wined3d_ffp_vs_desc desc;
GLuint id;
struct list linked_programs;
};
struct glsl_ffp_fragment_shader
{
struct ffp_frag_desc entry;
GLuint id;
struct list linked_programs;
};
struct glsl_ffp_destroy_ctx
{
struct shader_glsl_priv *priv;
const struct wined3d_gl_info *gl_info;
};
static const char *debug_gl_shader_type(GLenum type)
{
switch (type)
{
#define WINED3D_TO_STR(u) case u: return #u
WINED3D_TO_STR(GL_VERTEX_SHADER);
WINED3D_TO_STR(GL_GEOMETRY_SHADER);
WINED3D_TO_STR(GL_FRAGMENT_SHADER);
#undef WINED3D_TO_STR
default:
return wine_dbg_sprintf("UNKNOWN(%#x)", type);
}
}
static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
{
switch (type)
{
case WINED3D_SHADER_TYPE_VERTEX:
return "vs";
case WINED3D_SHADER_TYPE_GEOMETRY:
return "gs";
case WINED3D_SHADER_TYPE_PIXEL:
return "ps";
default:
FIXME("Unhandled shader type %#x.\n", type);
return "unknown";
}
}
static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
const struct wined3d_shader_version *version)
{
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
return "#version 150";
else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4)
return "#version 130";
else
return "#version 120";
}
static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
{
char str[4][17];
wined3d_ftoa(values[0], str[0]);
wined3d_ftoa(values[1], str[1]);
wined3d_ftoa(values[2], str[2]);
wined3d_ftoa(values[3], str[3]);
shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
}
static const char *get_info_log_line(const char **ptr)
{
const char *p, *q;
p = *ptr;
if (!(q = strstr(p, "\n")))
{
if (!*p) return NULL;
*ptr += strlen(p);
return p;
}
*ptr = q + 1;
return p;
}
/* Context activation is done by the caller. */
void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
{
int length = 0;
char *log;
if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
return;
if (program)
GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
else
GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
/* A size of 1 is just a null-terminated string, so the log should be bigger than
* that if there are errors. */
if (length > 1)
{
const char *ptr, *line;
log = HeapAlloc(GetProcessHeap(), 0, length);
/* The info log is supposed to be zero-terminated, but at least some
* versions of fglrx don't terminate the string properly. The reported
* length does include the terminator, so explicitly set it to zero
* here. */
log[length - 1] = 0;
if (program)
GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
else
GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
ptr = log;
if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
{
WARN("Info log received from GLSL shader #%u:\n", id);
while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line);
}
else
{
FIXME("Info log received from GLSL shader #%u:\n", id);
while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
}
HeapFree(GetProcessHeap(), 0, log);
}
}
/* Context activation is done by the caller. */
static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
{
const char *ptr, *line;
TRACE("Compiling shader object %u.\n", shader);
if (TRACE_ON(d3d_shader))
{
ptr = src;
while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
}
GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
checkGLcall("glShaderSource");
GL_EXTCALL(glCompileShader(shader));
checkGLcall("glCompileShader");
print_glsl_info_log(gl_info, shader, FALSE);
}
/* Context activation is done by the caller. */
static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
{
GLint i, shader_count, source_size = -1;
GLuint *shaders;
char *source = NULL;
GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
shaders = HeapAlloc(GetProcessHeap(), 0, shader_count * sizeof(*shaders));
if (!shaders)
{
ERR("Failed to allocate shader array memory.\n");
return;
}
GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
for (i = 0; i < shader_count; ++i)
{
const char *ptr, *line;
GLint tmp;
GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
if (source_size < tmp)
{
HeapFree(GetProcessHeap(), 0, source);
source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
if (!source)
{
ERR("Failed to allocate %d bytes for shader source.\n", tmp);
HeapFree(GetProcessHeap(), 0, shaders);
return;
}
source_size = tmp;
}
FIXME("Shader %u:\n", shaders[i]);
GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
FIXME("\n");
ptr = source;
GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
FIXME("\n");
}
HeapFree(GetProcessHeap(), 0, source);
HeapFree(GetProcessHeap(), 0, shaders);
}
/* Context activation is done by the caller. */
void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
{
GLint tmp;
if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
return;
GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
if (!tmp)
{
FIXME("Program %u link status invalid.\n", program);
shader_glsl_dump_program_source(gl_info, program);
}
print_glsl_info_log(gl_info, program, TRUE);
}
/* Context activation is done by the caller. */
static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
{
unsigned int mapped_unit;
struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
const char *prefix;
unsigned int i, j;
GLint name_loc;
static const struct
{
enum wined3d_shader_type type;
unsigned int base_idx;
unsigned int count;
}
sampler_info[] =
{
{WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
{WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
};
for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
{
prefix = shader_glsl_get_prefix(sampler_info[i].type);
for (j = 0; j < sampler_info[i].count; ++j)
{
string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j);
name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
if (name_loc == -1)
continue;
mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
{
ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
continue;
}
TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
}
}
checkGLcall("glUniform1i");
string_buffer_release(&priv->string_buffers, sampler_name);
}
/* Context activation is done by the caller. */
static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
unsigned int start = ~0U, end = 0;
int stack_idx = 0;
unsigned int heap_idx = 1;
unsigned int idx;
if (heap->entries[heap_idx].version <= version) return;
idx = heap->entries[heap_idx].idx;
if (constant_locations[idx] != -1)
start = end = idx;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
while (stack_idx >= 0)
{
/* Note that we fall through to the next case statement. */
switch(stack[stack_idx])
{
case HEAP_NODE_TRAVERSE_LEFT:
{
unsigned int left_idx = heap_idx << 1;
if (left_idx < heap->size && heap->entries[left_idx].version > version)
{
heap_idx = left_idx;
idx = heap->entries[heap_idx].idx;
if (constant_locations[idx] != -1)
{
if (start > idx)
start = idx;
if (end < idx)
end = idx;
}
stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_TRAVERSE_RIGHT:
{
unsigned int right_idx = (heap_idx << 1) + 1;
if (right_idx < heap->size && heap->entries[right_idx].version > version)
{
heap_idx = right_idx;
idx = heap->entries[heap_idx].idx;
if (constant_locations[idx] != -1)
{
if (start > idx)
start = idx;
if (end < idx)
end = idx;
}
stack[stack_idx++] = HEAP_NODE_POP;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_POP:
heap_idx >>= 1;
--stack_idx;
break;
}
}
if (start <= end)
GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start * 4]));
checkGLcall("walk_constant_heap()");
}
/* Context activation is done by the caller. */
static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
{
GLfloat clamped_constant[4];
if (location == -1) return;
clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
}
/* Context activation is done by the caller. */
static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
{
int stack_idx = 0;
unsigned int heap_idx = 1;
unsigned int idx;
if (heap->entries[heap_idx].version <= version) return;
idx = heap->entries[heap_idx].idx;
apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
while (stack_idx >= 0)
{
/* Note that we fall through to the next case statement. */
switch(stack[stack_idx])
{
case HEAP_NODE_TRAVERSE_LEFT:
{
unsigned int left_idx = heap_idx << 1;
if (left_idx < heap->size && heap->entries[left_idx].version > version)
{
heap_idx = left_idx;
idx = heap->entries[heap_idx].idx;
apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_TRAVERSE_RIGHT:
{
unsigned int right_idx = (heap_idx << 1) + 1;
if (right_idx < heap->size && heap->entries[right_idx].version > version)
{
heap_idx = right_idx;
idx = heap->entries[heap_idx].idx;
apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
stack[stack_idx++] = HEAP_NODE_POP;
stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
break;
}
}
case HEAP_NODE_POP:
heap_idx >>= 1;
--stack_idx;
break;
}
}
checkGLcall("walk_constant_heap_clamped()");
}
/* Context activation is done by the caller. */
static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
unsigned char *stack, UINT version)
{
const struct wined3d_shader_lconst *lconst;
/* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
if (shader->reg_maps.shader_version.major == 1
&& shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
else
walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
if (!shader->load_local_constsF)
{
TRACE("No need to load local float constants for this shader\n");
return;
}
/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
}
checkGLcall("glUniform4fv()");
}
/* Context activation is done by the caller. */
static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
{
unsigned int i;
struct list* ptr;
for (i = 0; constants_set; constants_set >>= 1, ++i)
{
if (!(constants_set & 1)) continue;
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i * 4]));
}
/* Load immediate constants */
ptr = list_head(&shader->constantsI);
while (ptr)
{
const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
unsigned int idx = lconst->idx;
const GLint *values = (const GLint *)lconst->value;
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
ptr = list_next(&shader->constantsI, ptr);
}
checkGLcall("glUniform4iv()");
}
/* Context activation is done by the caller. */
static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
const GLint locations[MAX_CONST_B], const BOOL *constants, WORD constants_set)
{
unsigned int i;
struct list* ptr;
for (i = 0; constants_set; constants_set >>= 1, ++i)
{
if (!(constants_set & 1)) continue;
GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
}
/* Load immediate constants */
ptr = list_head(&shader->constantsB);
while (ptr)
{
const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
unsigned int idx = lconst->idx;
const GLint *values = (const GLint *)lconst->value;
GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
ptr = list_next(&shader->constantsB, ptr);
}
checkGLcall("glUniform1iv()");
}
static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
{
WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
}
/* Context activation is done by the caller (state handler). */
static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
UINT fixup = ps->np2_fixup_info->active;
UINT i;
for (i = 0; fixup; fixup >>= 1, ++i)
{
const struct wined3d_texture *tex = state->textures[i];
unsigned char idx = ps->np2_fixup_info->idx[i];
GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
if (!tex)
{
ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
continue;
}
if (idx % 2)
{
tex_dim[2] = tex->pow2_matrix[0];
tex_dim[3] = tex->pow2_matrix[5];
}
else
{
tex_dim[0] = tex->pow2_matrix[0];
tex_dim[1] = tex->pow2_matrix[5];
}
}
GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
}
/* Taken and adapted from Mesa. */
static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
{
float pos, neg, t, det;
struct wined3d_matrix temp;
/* Calculate the determinant of upper left 3x3 submatrix and
* determine if the matrix is singular. */
pos = neg = 0.0f;
t = in->_11 * in->_22 * in->_33;
if (t >= 0.0f)
pos += t;
else
neg += t;
t = in->_21 * in->_32 * in->_13;
if (t >= 0.0f)
pos += t;
else
neg += t;
t = in->_31 * in->_12 * in->_23;
if (t >= 0.0f)
pos += t;
else
neg += t;
t = -in->_31 * in->_22 * in->_13;
if (t >= 0.0f)
pos += t;
else
neg += t;
t = -in->_21 * in->_12 * in->_33;
if (t >= 0.0f)
pos += t;
else
neg += t;
t = -in->_11 * in->_32 * in->_23;
if (t >= 0.0f)
pos += t;
else
neg += t;
det = pos + neg;
if (fabsf(det) < 1e-25f)
return FALSE;
det = 1.0f / det;
temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
*out = temp;
return TRUE;
}
static void swap_rows(float **a, float **b)
{
float *tmp = *a;
*a = *b;
*b = tmp;
}
static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
{
float wtmp[4][8];
float m0, m1, m2, m3, s;
float *r0, *r1, *r2, *r3;
r0 = wtmp[0];
r1 = wtmp[1];
r2 = wtmp[2];
r3 = wtmp[3];
r0[0] = m->_11;
r0[1] = m->_12;
r0[2] = m->_13;
r0[3] = m->_14;
r0[4] = 1.0f;
r0[5] = r0[6] = r0[7] = 0.0f;
r1[0] = m->_21;
r1[1] = m->_22;
r1[2] = m->_23;
r1[3] = m->_24;
r1[5] = 1.0f;
r1[4] = r1[6] = r1[7] = 0.0f;
r2[0] = m->_31;
r2[1] = m->_32;
r2[2] = m->_33;
r2[3] = m->_34;
r2[6] = 1.0f;
r2[4] = r2[5] = r2[7] = 0.0f;
r3[0] = m->_41;
r3[1] = m->_42;
r3[2] = m->_43;
r3[3] = m->_44;
r3[7] = 1.0f;
r3[4] = r3[5] = r3[6] = 0.0f;
/* Choose pivot - or die. */
if (fabsf(r3[0]) > fabsf(r2[0]))
swap_rows(&r3, &r2);
if (fabsf(r2[0]) > fabsf(r1[0]))
swap_rows(&r2, &r1);
if (fabsf(r1[0]) > fabsf(r0[0]))
swap_rows(&r1, &r0);
if (r0[0] == 0.0f)
return FALSE;
/* Eliminate first variable. */
m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0f)
{
r1[4] -= m1 * s;
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r0[5];
if (s != 0.0f)
{
r1[5] -= m1 * s;
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r0[6];
if (s != 0.0f)
{
r1[6] -= m1 * s;
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r0[7];
if (s != 0.0f)
{
r1[7] -= m1 * s;
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* Choose pivot - or die. */
if (fabsf(r3[1]) > fabsf(r2[1]))
swap_rows(&r3, &r2);
if (fabsf(r2[1]) > fabsf(r1[1]))
swap_rows(&r2, &r1);
if (r1[1] == 0.0f)
return FALSE;
/* Eliminate second variable. */
m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
s = r1[4];
if (s != 0.0f)
{
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r1[5];
if (s != 0.0f)
{
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r1[6];
if (s != 0.0f)
{
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r1[7];
if (s != 0.0f)
{
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* Choose pivot - or die. */
if (fabsf(r3[2]) > fabsf(r2[2]))
swap_rows(&r3, &r2);
if (r2[2] == 0.0f)
return FALSE;
/* Eliminate third variable. */
m3 = r3[2] / r2[2];
r3[3] -= m3 * r2[3];
r3[4] -= m3 * r2[4];
r3[5] -= m3 * r2[5];
r3[6] -= m3 * r2[6];
r3[7] -= m3 * r2[7];
/* Last check. */
if (r3[3] == 0.0f)
return FALSE;
/* Back substitute row 3. */
s = 1.0f / r3[3];
r3[4] *= s;
r3[5] *= s;
r3[6] *= s;
r3[7] *= s;
/* Back substitute row 2. */
m2 = r2[3];
s = 1.0f / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2);
r2[5] = s * (r2[5] - r3[5] * m2);
r2[6] = s * (r2[6] - r3[6] * m2);
r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1;
r1[5] -= r3[5] * m1;
r1[6] -= r3[6] * m1;
r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0;
r0[5] -= r3[5] * m0;
r0[6] -= r3[6] * m0;
r0[7] -= r3[7] * m0;
/* Back substitute row 1. */
m1 = r1[2];
s = 1.0f / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1);
r1[5] = s * (r1[5] - r2[5] * m1);
r1[6] = s * (r1[6] - r2[6] * m1);
r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0;
r0[5] -= r2[5] * m0;
r0[6] -= r2[6] * m0;
r0[7] -= r2[7] * m0;
/* Back substitute row 0. */
m0 = r0[1];
s = 1.0f / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0);
r0[5] = s * (r0[5] - r1[5] * m0);
r0[6] = s * (r0[6] - r1[6] * m0);
r0[7] = s * (r0[7] - r1[7] * m0);
out->_11 = r0[4];
out->_12 = r0[5];
out->_13 = r0[6];
out->_14 = r0[7];
out->_21 = r1[4];
out->_22 = r1[5];
out->_23 = r1[6];
out->_24 = r1[7];
out->_31 = r2[4];
out->_32 = r2[5];
out->_33 = r2[6];
out->_34 = r2[7];
out->_41 = r3[4];
out->_42 = r3[5];
out->_43 = r3[6];
out->_44 = r3[7];
return TRUE;
}
static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float mat[3 * 3];
struct wined3d_matrix mv;
unsigned int i, j;
if (prog->vs.normal_matrix_location == -1)
return;
get_modelview_matrix(context, state, 0, &mv);
if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
invert_matrix_3d(&mv, &mv);
else
invert_matrix(&mv, &mv);
/* Tests show that singular modelview matrices are used unchanged as normal
* matrices on D3D3 and older. There seems to be no clearly consistent
* behavior on newer D3D versions so always follow older ddraw behavior. */
for (i = 0; i < 3; ++i)
for (j = 0; j < 3; ++j)
mat[i * 3 + j] = (&mv._11)[j * 4 + i];
GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
checkGLcall("glUniformMatrix3fv");
}
static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_matrix mat;
if (tex >= MAX_TEXTURES)
return;
if (prog->vs.texture_matrix_location[tex] == -1)
return;
get_texture_matrix(context, state, tex, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
}
static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
if (state->render_states[WINED3D_RS_SPECULARENABLE])
{
GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
}
else
{
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
}
GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
checkGLcall("setting FFP material uniforms");
}
static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, col));
checkGLcall("glUniform3fv");
}
static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
const struct wined3d_matrix *src2)
{
struct wined3d_vec4 temp;
temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
*dest = temp;
}
static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_light_info *light_info = state->lights[light];
struct wined3d_vec4 vec4;
const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
if (!light_info)
return;
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
switch (light_info->OriginalParms.type)
{
case WINED3D_LIGHT_POINT:
multiply_vector_matrix(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
break;
case WINED3D_LIGHT_SPOT:
multiply_vector_matrix(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
multiply_vector_matrix(&vec4, &light_info->direction, view);
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
break;
case WINED3D_LIGHT_DIRECTIONAL:
multiply_vector_matrix(&vec4, &light_info->direction, view);
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
break;
case WINED3D_LIGHT_PARALLELPOINT:
multiply_vector_matrix(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
break;
default:
FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
}
checkGLcall("setting FFP lights uniforms");
}
static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float min, max;
float size, att[3];
get_pointsize_minmax(context, state, &min, &max);
GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
checkGLcall("glUniform1f");
GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
checkGLcall("glUniform1f");
get_pointsize(context, state, &size, att);
GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
checkGLcall("glUniform1f");
GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
checkGLcall("glUniform1f");
GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
checkGLcall("glUniform1f");
GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
checkGLcall("glUniform1f");
}
static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float start, end, scale;
union
{
DWORD d;
float f;
} tmpvalue;
float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, col));
tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
get_fog_start_end(context, state, &start, &end);
scale = 1.0f / (end - start);
GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
checkGLcall("fog emulation uniforms");
}
/* Context activation is done by the caller (state handler). */
static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{
struct wined3d_color float_key[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 glsl_context_data *ctx_data = context->shader_backend_data;
const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = shader_priv;
float position_fixup[4];
DWORD update_mask = 0;
struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
UINT constant_version;
int i;
if (!prog) {
/* No GLSL program set - nothing to do. */
return;
}
constant_version = prog->constant_version;
update_mask = context->constant_update_mask & prog->constant_update_mask;
if (update_mask & WINED3D_SHADER_CONST_VS_F)
shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
if (update_mask & WINED3D_SHADER_CONST_VS_I)
shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
vshader->reg_maps.integer_constants);
if (update_mask & WINED3D_SHADER_CONST_VS_B)
shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
vshader->reg_maps.boolean_constants);
if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
shader_glsl_pointsize_uniform(context, state, prog);
if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP)
{
shader_get_position_fixup(context, state, position_fixup);
GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
checkGLcall("glUniform4fv");
}
if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
{
struct wined3d_matrix mat;
get_modelview_matrix(context, state, 0, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
}
if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
{
struct wined3d_matrix mat;
for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
{
if (prog->vs.modelview_matrix_location[i] == -1)
break;
get_modelview_matrix(context, state, i, &mat);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
checkGLcall("glUniformMatrix4fv");
}
}
if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
{
struct wined3d_matrix projection;
get_projection_matrix(context, state, &projection);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
checkGLcall("glUniformMatrix4fv");
}
if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
{
for (i = 0; i < MAX_TEXTURES; ++i)
shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
}
if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
shader_glsl_ffp_vertex_material_uniform(context, state, prog);
if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
{
shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
shader_glsl_ffp_vertex_light_uniform(context, state, i, prog);
}
if (update_mask & WINED3D_SHADER_CONST_PS_F)
shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
if (update_mask & WINED3D_SHADER_CONST_PS_I)
shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
pshader->reg_maps.integer_constants);
if (update_mask & WINED3D_SHADER_CONST_PS_B)
shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
pshader->reg_maps.boolean_constants);
if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
{
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (prog->ps.bumpenv_mat_location[i] == -1)
continue;
GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
if (prog->ps.bumpenv_lum_scale_location[i] != -1)
{
GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
(const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
}
}
checkGLcall("bump env uniforms");
}
if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
{
float correction_params[] =
{
/* position is window relative, not viewport relative */
context->render_offscreen ? 0.0f : (float)context->current_rt->resource.height,
context->render_offscreen ? 1.0f : -1.0f,
0.0f,
0.0f,
};
GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, correction_params));
}
if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
{
float col[4];
if (prog->ps.tex_factor_location != -1)
{
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, col));
}
if (state->render_states[WINED3D_RS_SPECULARENABLE])
GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
else
GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (prog->ps.tss_constant_location[i] == -1)
continue;
D3DCOLORTOGLFLOAT4(state->texture_states[i][WINED3D_TSS_CONSTANT], col);
GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, col));
}
checkGLcall("fixed function uniforms");
}
if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
shader_glsl_load_fog_uniform(context, state, prog);
if (priv->next_constant_version == UINT_MAX)
{
TRACE("Max constant version reached, resetting to 0.\n");
wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
priv->next_constant_version = 1;
}
else
{
prog->constant_version = priv->next_constant_version++;
}
}
static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
{
struct constant_entry *entries = heap->entries;
unsigned int *positions = heap->positions;
unsigned int heap_idx, parent_idx;
if (!heap->contained[idx])
{
heap_idx = heap->size++;
heap->contained[idx] = TRUE;
}
else
{
heap_idx = positions[idx];
}
while (heap_idx > 1)
{
parent_idx = heap_idx >> 1;
if (new_version <= entries[parent_idx].version) break;
entries[heap_idx] = entries[parent_idx];
positions[entries[parent_idx].idx] = heap_idx;
heap_idx = parent_idx;
}
entries[heap_idx].version = new_version;
entries[heap_idx].idx = idx;
positions[idx] = heap_idx;
}
static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
{
struct shader_glsl_priv *priv = device->shader_priv;
struct constant_heap *heap = &priv->vconst_heap;
UINT i;
for (i = start; i < count + start; ++i)
{
update_heap_entry(heap, i, priv->next_constant_version);
}
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
}
}
static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
{
struct shader_glsl_priv *priv = device->shader_priv;
struct constant_heap *heap = &priv->pconst_heap;
UINT i;
for (i = start; i < count + start; ++i)
{
update_heap_entry(heap, i, priv->next_constant_version);
}
for (i = 0; i < device->context_count; ++i)
{
device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
}
}
static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
{
unsigned int ret = gl_info->limits.glsl_varyings / 4;
/* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
if(shader_major > 3) return ret;
/* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
return ret;
}
static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
{
return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
}
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;
}
}
/** 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 = &reg_maps->shader_version;
const struct wined3d_state *state = &shader->device->state;
const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = &shader->device->fb;
unsigned int i, extra_constants_needed = 0;
const struct wined3d_shader_lconst *lconst;
const char *prefix;
DWORD map;
prefix = shader_glsl_get_prefix(version->type);
/* Prototype the subroutines */
for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
}
/* Declare the constants (aka uniforms) */
if (shader->limits->constant_float > 0)
{
unsigned max_constantsF;
/* Unless the shader uses indirect addressing, always declare the
* maximum array size and ignore that we need some uniforms privately.
* E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
* and immediate values, still declare VC[256]. If the shader needs
* more uniforms than we have it won't work in any case. If it uses
* less, the compiler will figure out which uniforms are really used
* and strip them out. This allows a shader to use c255 on a dx9 card,
* as long as it doesn't also use all the other constants.
*
* If the shader uses indirect addressing the compiler must assume
* that all declared uniforms are used. In this case, declare only the
* amount that we're assured to have.
*
* Thus we run into problems in these two cases:
* 1) The shader really uses more uniforms than supported.
* 2) The shader uses indirect addressing, less constants than
* supported, but uses a constant index > #supported consts. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL)
{
/* No indirect addressing here. */
max_constantsF = gl_info->limits.glsl_ps_float_constants;
}
else
{
if (reg_maps->usesrelconstF)
{
/* Subtract the other potential uniforms from the max
* available (bools, ints, and 1 row of projection matrix).
* Subtract another uniform for immediate values, which have
* to be loaded via uniform by the driver as well. The shader
* code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
* shader code, so one vec4 should be enough. (Unfortunately
* the Nvidia driver doesn't store 128 and -128 in one float).
*
* Writing gl_ClipVertex requires one uniform for each
* clipplane as well. */
max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
if(ctx_priv->cur_vs_args->clip_enabled)
{
max_constantsF -= gl_info->limits.clipplanes;
}
max_constantsF -= count_bits(reg_maps->integer_constants);
/* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
* so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
* for now take this into account when calculating the number of available constants
*/
max_constantsF -= count_bits(reg_maps->boolean_constants);
/* Set by driver quirks in directx.c */
max_constantsF -= gl_info->reserved_glsl_constants;
if (max_constantsF < shader->limits->constant_float)
{
static unsigned int once;
if (!once++)
ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
" it may not render correctly.\n");
else
WARN("The hardware does not support enough uniform components to run this shader.\n");
}
}
else
{
max_constantsF = gl_info->limits.glsl_vs_float_constants;
}
}
max_constantsF = min(shader->limits->constant_float, max_constantsF);
shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
}
/* Always declare the full set of constants, the compiler can remove the
* unused ones because d3d doesn't (yet) support indirect int and bool
* constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
for (i = 0; i < WINED3D_MAX_CBS; ++i)
{
if (reg_maps->cb_sizes[i])
shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
prefix, i, prefix, i, reg_maps->cb_sizes[i]);
}
/* Declare texture samplers */
for (i = 0; i < reg_maps->sampler_map.count; ++i)
{
struct wined3d_shader_sampler_map_entry *entry;
BOOL shadow_sampler, tex_rect;
const char *sampler_type;
entry = &reg_maps->sampler_map.entries[i];
if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
{
ERR("Invalid resource index %u.\n", entry->resource_idx);
continue;
}
shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << entry->sampler_idx));
switch (reg_maps->resource_info[entry->resource_idx].type)
{
case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
if (shadow_sampler)
sampler_type = "sampler1DShadow";
else
sampler_type = "sampler1D";
break;
case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
&& (ps_args->np2_fixup & (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)
FIXME("Unsupported Cube shadow sampler.\n");
sampler_type = "samplerCube";
break;
default:
sampler_type = "unsupported_sampler";
FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[i].type);
break;
}
shader_addline(buffer, "uniform %s %s_sampler%u;\n", sampler_type, prefix, entry->bind_idx);
}
/* Declare uniforms for NP2 texcoord fixup:
* This is NOT done inside the loop that declares the texture samplers
* since the NP2 fixup code is currently only used for the GeforceFX
* series and when forcing the ARB_npot extension off. Modern cards just
* skip the code anyway, so put it inside a separate loop. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
{
struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
UINT cur = 0;
/* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
* while D3D has them in the (normalized) [0,1]x[0,1] range.
* samplerNP2Fixup stores texture dimensions and is updated through
* shader_glsl_load_np2fixup_constants when the sampler changes. */
for (i = 0; i < shader->limits->sampler; ++i)
{
if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (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 = ps_args->np2_fixup;
shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
}
/* Declare address variables */
for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
}
if (version->type == WINED3D_SHADER_TYPE_VERTEX)
{
for (i = 0; i < shader->input_signature.element_count; ++i)
{
const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
if (e->sysval_semantic == WINED3D_SV_INSTANCEID)
shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
prefix, e->register_idx);
else
shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, e->register_idx);
}
if (vs_args->point_size && !vs_args->per_vertex_point_size)
{
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " float size;\n");
shader_addline(buffer, " float size_min;\n");
shader_addline(buffer, " float size_max;\n");
shader_addline(buffer, "} ffp_point;\n");
}
if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
shader_addline(buffer, "uniform vec4 posFixup;\n");
shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
}
else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
}
else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
{
if (version->major < 3 || ps_args->vp_mode != vertexshader)
{
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " vec4 color;\n");
shader_addline(buffer, " float density;\n");
shader_addline(buffer, " float end;\n");
shader_addline(buffer, " float scale;\n");
shader_addline(buffer, "} ffp_fog;\n");
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
}
else
{
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
}
if (version->major >= 3)
{
UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
if (use_vs(state))
declare_in_varying(gl_info, buffer, FALSE, "vec4 %s_link[%u];\n", prefix, in_count);
shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
}
for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
{
if (!(map & 1))
continue;
shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
if (reg_maps->luminanceparams & (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 (ps_args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
shader_addline(buffer, ";\n");
}
if (reg_maps->vpos || reg_maps->usesdsy)
{
if (shader->limits->constant_float + extra_constants_needed
+ 1 < gl_info->limits.glsl_ps_float_constants)
{
shader_addline(buffer, "uniform vec4 ycorrection;\n");
extra_constants_needed++;
}
else
{
float ycorrection[] =
{
context->render_offscreen ? 0.0f : fb->render_targets[0]->height,
context->render_offscreen ? 1.0f : -1.0f,
0.0f,
0.0f,
};
/* This happens because we do not have proper tracking of the
* constant registers that are actually used, only the max
* limit of the shader version. */
FIXME("Cannot find a free uniform for vpos correction params\n");
shader_addline(buffer, "const vec4 ycorrection = ");
shader_glsl_append_imm_vec4(buffer, ycorrection);
shader_addline(buffer, ";\n");
}
shader_addline(buffer, "vec4 vpos;\n");
}
}
/* Declare output register temporaries */
if (shader->limits->packed_output)
shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
/* Declare temporary variables */
for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
{
if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
}
/* Declare loop registers aLx */
if (version->major < 4)
{
for (i = 0; i < reg_maps->loop_depth; ++i)
{
shader_addline(buffer, "int aL%u;\n", i);
shader_addline(buffer, "int tmpInt%u;\n", i);
}
}
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
if (!shader->load_local_constsF)
{
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
shader_addline(buffer, ";\n");
}
}
/* Start the main program. */
shader_addline(buffer, "void main()\n{\n");
/* Direct3D applications expect integer vPos values, while OpenGL drivers
* add approximately 0.5. This causes off-by-one problems as spotted by
* the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
* 0.5, but rather something like 0.49999999 or 0.50000001, which still
* causes precision troubles when we just subtract 0.5.
*
* To deal with that, just floor() the position. This will eliminate the
* fraction on all cards.
*
* TODO: Test how this behaves with multisampling.
*
* An advantage of floor is that it works even if the driver doesn't add
* 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
* to return in gl_FragCoord, even though coordinates specify the pixel
* centers instead of the pixel corners. This code will behave correctly
* on drivers that returns integer values. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
{
if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
shader_addline(buffer,
"vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
else
shader_addline(buffer,
"vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
}
}
/*****************************************************************************
* Functions to generate GLSL strings from DirectX Shader bytecode begin here.
*
* For more information, see http://wiki.winehq.org/DirectX-Shaders
****************************************************************************/
/* Prototypes */
static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
/** Used for opcode modifiers - They multiply the result by the specified amount */
static const char * const shift_glsl_tab[] = {
"", /* 0 (none) */
"2.0 * ", /* 1 (x2) */
"4.0 * ", /* 2 (x4) */
"8.0 * ", /* 3 (x8) */
"16.0 * ", /* 4 (x16) */
"32.0 * ", /* 5 (x32) */
"", /* 6 (x64) */
"", /* 7 (x128) */
"", /* 8 (d256) */
"", /* 9 (d128) */
"", /* 10 (d64) */
"", /* 11 (d32) */
"0.0625 * ", /* 12 (d16) */
"0.125 * ", /* 13 (d8) */
"0.25 * ", /* 14 (d4) */
"0.5 * " /* 15 (d2) */
};
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
const char *in_reg, const char *in_regswizzle, char *out_str)
{
out_str[0] = 0;
switch (src_modifier)
{
case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
case WINED3DSPSM_DW:
case WINED3DSPSM_NONE:
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
break;
case WINED3DSPSM_NEG:
sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
break;
case WINED3DSPSM_NOT:
sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
break;
case WINED3DSPSM_BIAS:
sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
break;
case WINED3DSPSM_BIASNEG:
sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
break;
case WINED3DSPSM_SIGN:
sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
break;
case WINED3DSPSM_SIGNNEG:
sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
break;
case WINED3DSPSM_COMP:
sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_X2:
sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_X2NEG:
sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_ABS:
sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
break;
case WINED3DSPSM_ABSNEG:
sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
break;
default:
FIXME("Unhandled modifier %u\n", src_modifier);
sprintf(out_str, "%s%s", in_reg, in_regswizzle);
}
}
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
{
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
const struct wined3d_shader_version *version = &reg_maps->shader_version;
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
const char *prefix = shader_glsl_get_prefix(version->type);
struct glsl_src_param rel_param0, rel_param1;
char imm_str[4][17];
if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
*is_color = FALSE;
switch (reg->type)
{
case WINED3DSPR_TEMP:
sprintf(register_name, "R%u", reg->idx[0].offset);
break;
case WINED3DSPR_INPUT:
/* vertex shaders */
if (version->type == WINED3D_SHADER_TYPE_VERTEX)
{
struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
*is_color = TRUE;
sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
break;
}
if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
{
if (reg->idx[0].rel_addr)
{
if (reg->idx[1].rel_addr)
sprintf(register_name, "gs_in[%s + %u][%s + %u]",
rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
else
sprintf(register_name, "gs_in[%s + %u][%u]",
rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
}
else if (reg->idx[1].rel_addr)
sprintf(register_name, "gs_in[%u][%s + %u]",
reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
else
sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
break;
}
/* pixel shaders >= 3.0 */
if (version->major >= 3)
{
DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
unsigned int in_count = vec4_varyings(version->major, gl_info);
if (reg->idx[0].rel_addr)
{
/* Removing a + 0 would be an obvious optimization, but
* OS X doesn't see the NOP operation there. */
if (idx)
{
if (shader->u.ps.declared_in_count > in_count)
{
sprintf(register_name,
"((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
prefix, rel_param0.param_str, idx);
}
else
{
sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
}
}
else
{
if (shader->u.ps.declared_in_count > in_count)
{
sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
prefix, rel_param0.param_str);
}
else
{
sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
}
}
}
else
{
if (idx == in_count) sprintf(register_name, "gl_Color");
else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
else sprintf(register_name, "%s_in[%u]", prefix, idx);
}
}
else
{
if (!reg->idx[0].offset)
strcpy(register_name, "gl_Color");
else
strcpy(register_name, "gl_SecondaryColor");
break;
}
break;
case WINED3DSPR_CONST:
{
/* Relative addressing */
if (reg->idx[0].rel_addr)
{
if (reg->idx[0].offset)
sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
else
sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
}
else
{
if (shader_constant_is_local(shader, reg->idx[0].offset))
sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
else
sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
}
}
break;
case WINED3DSPR_CONSTINT:
sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_CONSTBOOL:
sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
if (version->type == WINED3D_SHADER_TYPE_PIXEL)
sprintf(register_name, "T%u", reg->idx[0].offset);
else
sprintf(register_name, "A%u", reg->idx[0].offset);
break;
case WINED3DSPR_LOOP:
sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
break;
case WINED3DSPR_SAMPLER:
sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_COLOROUT:
if (reg->idx[0].offset >= gl_info->limits.buffers)
WARN("Write to render target %u, only %d supported.\n",
reg->idx[0].offset, gl_info->limits.buffers);
sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
break;
case WINED3DSPR_RASTOUT:
sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
break;
case WINED3DSPR_DEPTHOUT:
sprintf(register_name, "gl_FragDepth");
break;
case WINED3DSPR_ATTROUT:
if (!reg->idx[0].offset)
sprintf(register_name, "%s_out[8]", prefix);
else
sprintf(register_name, "%s_out[9]", prefix);
break;
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
break;
case WINED3DSPR_MISCTYPE:
if (!reg->idx[0].offset)
{
/* vPos */
sprintf(register_name, "vpos");
}
else if (reg->idx[0].offset == 1)
{
/* Note that gl_FrontFacing is a bool, while vFace is
* a float for which the sign determines front/back */
sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
}
else
{
FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
sprintf(register_name, "unrecognized_register");
}
break;
case WINED3DSPR_IMMCONST:
switch (reg->immconst_type)
{
case WINED3D_IMMCONST_SCALAR:
switch (reg->data_type)
{
case WINED3D_DATA_FLOAT:
wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
break;
case WINED3D_DATA_INT:
sprintf(register_name, "%#x", reg->immconst_data[0]);
break;
case WINED3D_DATA_RESOURCE:
case WINED3D_DATA_SAMPLER:
case WINED3D_DATA_UINT:
sprintf(register_name, "%#xu", reg->immconst_data[0]);
break;
default:
sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
break;
}
break;
case WINED3D_IMMCONST_VEC4:
switch (reg->data_type)
{
case WINED3D_DATA_FLOAT:
wined3d_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
wined3d_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
wined3d_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
wined3d_ftoa(*(const float *)&reg->immconst_data[3], imm_str[3]);
sprintf(register_name, "vec4(%s, %s, %s, %s)",
imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
break;
case WINED3D_DATA_INT:
sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
reg->immconst_data[0], reg->immconst_data[1],
reg->immconst_data[2], reg->immconst_data[3]);
break;
case WINED3D_DATA_RESOURCE:
case WINED3D_DATA_SAMPLER:
case WINED3D_DATA_UINT:
sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
reg->immconst_data[0], reg->immconst_data[1],
reg->immconst_data[2], reg->immconst_data[3]);
break;
default:
sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
break;
}
break;
default:
FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
}
break;
case WINED3DSPR_CONSTBUFFER:
if (reg->idx[1].rel_addr)
sprintf(register_name, "%s_cb%u[%s + %u]",
prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
else
sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
break;
case WINED3DSPR_PRIMID:
sprintf(register_name, "uint(gl_PrimitiveIDIn)");
break;
default:
FIXME("Unhandled register type %#x.\n", reg->type);
sprintf(register_name, "unrecognized_register");
break;
}
}
static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
{
*str++ = '.';
if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
*str = '\0';
}
/* Get the GLSL write mask for the destination register */
static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
{
DWORD mask = param->write_mask;
if (shader_is_scalar(&param->reg))
{
mask = WINED3DSP_WRITEMASK_0;
*write_mask = '\0';
}
else
{
shader_glsl_write_mask_to_str(mask, write_mask);
}
return mask;
}
static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
unsigned int size = 0;
if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
return size;
}
static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
{
/* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
* but addressed as "rgba". To fix this we need to swap the register's x
* and z components. */
const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
*str++ = '.';
/* swizzle bits fields: wwzzyyxx */
if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
*str = '\0';
}
static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
BOOL fixup, DWORD mask, char *swizzle_str)
{
if (shader_is_scalar(&param->reg))
*swizzle_str = '\0';
else
shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
}
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
{
BOOL is_color = FALSE;
char swizzle_str[6];
glsl_src->reg_name[0] = '\0';
glsl_src->param_str[0] = '\0';
swizzle_str[0] = '\0';
shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
{
shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
}
else
{
char reg_name[200];
switch (wined3d_src->reg.data_type)
{
case WINED3D_DATA_FLOAT:
sprintf(reg_name, "%s", glsl_src->reg_name);
break;
case WINED3D_DATA_INT:
sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
break;
case WINED3D_DATA_RESOURCE:
case WINED3D_DATA_SAMPLER:
case WINED3D_DATA_UINT:
sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
break;
default:
FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
sprintf(reg_name, "%s", glsl_src->reg_name);
break;
}
shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
}
}
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
{
BOOL is_color = FALSE;
glsl_dst->mask_str[0] = '\0';
glsl_dst->reg_name[0] = '\0';
shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
enum wined3d_data_type data_type)
{
struct glsl_dst_param glsl_dst;
DWORD mask;
if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
{
switch (data_type)
{
case WINED3D_DATA_FLOAT:
shader_addline(buffer, "%s%s = %s(",
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
break;
case WINED3D_DATA_INT:
shader_addline(buffer, "%s%s = %sintBitsToFloat(",
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
break;
case WINED3D_DATA_RESOURCE:
case WINED3D_DATA_SAMPLER:
case WINED3D_DATA_UINT:
shader_addline(buffer, "%s%s = %suintBitsToFloat(",
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
break;
default:
FIXME("Unhandled data type %#x.\n", data_type);
shader_addline(buffer, "%s%s = %s(",
glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
break;
}
}
return mask;
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
{
return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
}
/** Process GLSL instruction modifiers */
static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
{
struct glsl_dst_param dst_param;
DWORD modifiers;
if (!ins->dst_count) return;
modifiers = ins->dst[0].modifiers;
if (!modifiers) return;
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
if (modifiers & WINED3DSPDM_SATURATE)
{
/* _SAT means to clamp the value of the register to between 0 and 1 */
shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
}
if (modifiers & WINED3DSPDM_MSAMPCENTROID)
{
FIXME("_centroid modifier not handled\n");
}
if (modifiers & WINED3DSPDM_PARTIALPRECISION)
{
/* MSDN says this modifier can be safely ignored, so that's what we'll do. */
}
}
static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
{
switch (op)
{
case WINED3D_SHADER_REL_OP_GT: return ">";
case WINED3D_SHADER_REL_OP_EQ: return "==";
case WINED3D_SHADER_REL_OP_GE: return ">=";
case WINED3D_SHADER_REL_OP_LT: return "<";
case WINED3D_SHADER_REL_OP_NE: return "!=";
case WINED3D_SHADER_REL_OP_LE: return "<=";
default:
FIXME("Unrecognized operator %#x.\n", op);
return "(\?\?)";
}
}
static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function)
{
static const struct
{
unsigned int coord_size;
const char *type_part;
}
resource_types[] =
{
{0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
{1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
{1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
{2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
{2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
{3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
{3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
{2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
{3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
{3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
};
struct shader_glsl_ctx_priv *priv = ctx->backend_data;
enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
const struct wined3d_gl_info *gl_info = ctx->gl_info;
BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& (priv->cur_ps_args->shadow & (1u << resource_idx));
BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
const char *base = "texture", *type_part = "", *suffix = "";
unsigned int coord_size;
sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
if (resource_type >= ARRAY_SIZE(resource_types))
{
ERR("Unexpected resource type %#x.\n", resource_type);
resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
}
/* Note that there's no such thing as a projected cube texture. */
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
projected = FALSE;
if (shadow)
base = "shadow";
type_part = resource_types[resource_type].type_part;
if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
type_part = "2DRect";
if (!type_part[0])
FIXME("Unhandled resource type %#x.\n", resource_type);
if (!lod && grad && !gl_info->supported[EXT_GPU_SHADER4])
{
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
suffix = "ARB";
else
FIXME("Unsupported grad function.\n");
}
sample_function->name = string_buffer_get(priv->string_buffers);
string_buffer_sprintf(sample_function->name, "%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
lod ? "Lod" : grad ? "Grad" : "", suffix);
coord_size = resource_types[resource_type].coord_size;
if (shadow)
++coord_size;
sample_function->coord_mask = (1u << coord_size) - 1;
}
static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
struct glsl_sample_function *sample_function)
{
const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
string_buffer_release(priv->string_buffers, sample_function->name);
}
static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
BOOL sign_fixup, enum fixup_channel_source channel_source)
{
switch(channel_source)
{
case CHANNEL_SOURCE_ZERO:
strcat(arguments, "0.0");
break;
case CHANNEL_SOURCE_ONE:
strcat(arguments, "1.0");
break;
case CHANNEL_SOURCE_X:
strcat(arguments, reg_name);
strcat(arguments, ".x");
break;
case CHANNEL_SOURCE_Y:
strcat(arguments, reg_name);
strcat(arguments, ".y");
break;
case CHANNEL_SOURCE_Z:
strcat(arguments, reg_name);
strcat(arguments, ".z");
break;
case CHANNEL_SOURCE_W:
strcat(arguments, reg_name);
strcat(arguments, ".w");
break;
default:
FIXME("Unhandled channel source %#x\n", channel_source);
strcat(arguments, "undefined");
break;
}
if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
}
static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
{
unsigned int mask_size, remaining;
DWORD fixup_mask = 0;
char arguments[256];
char mask_str[6];
if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
if (!(mask &= fixup_mask))
return;
if (is_complex_fixup(fixup))
{
enum complex_fixup complex_fixup = get_complex_fixup(fixup);
FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
return;
}
shader_glsl_write_mask_to_str(mask, mask_str);
mask_size = shader_glsl_get_write_mask_size(mask);
arguments[0] = '\0';
remaining = mask_size;
if (mask & WINED3DSP_WRITEMASK_0)
{
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask & WINED3DSP_WRITEMASK_1)
{
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask & WINED3DSP_WRITEMASK_2)
{
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask & WINED3DSP_WRITEMASK_3)
{
shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
if (--remaining) strcat(arguments, ", ");
}
if (mask_size > 1)
shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
else
shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
}
static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
{
char reg_name[256];
BOOL is_color;
shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
}
static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
{
const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
char dst_swizzle[6];
struct color_fixup_desc fixup;
BOOL np2_fixup = FALSE;
va_list args;
int ret;
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
/* FIXME: We currently don't support fixups for vertex shaders or anything
* above SM3. Note that for SM4+ the sampler index doesn't have to match
* the resource index. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
fixup = priv->cur_ps_args->color_fixup[sampler];
if (priv->cur_ps_args->np2_fixup & (1u << sampler))
np2_fixup = TRUE;
}
else
{
fixup = COLOR_FIXUP_IDENTITY;
}
shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler);
for (;;)
{
va_start(args, coord_reg_fmt);
ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
va_end(args);
if (!ret)
break;
if (!string_buffer_resize(ins->ctx->buffer, ret))
break;
}
if (np2_fixup)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
{
case 1:
shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
idx >> 1, (idx % 2) ? "z" : "x");
break;
case 2:
shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
idx >> 1, (idx % 2) ? "zw" : "xy");
break;
case 3:
shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
idx >> 1, (idx % 2) ? "zw" : "xy");
break;
case 4:
shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
idx >> 1, (idx % 2) ? "zw" : "xy");
break;
}
}
if (dx && dy)
shader_addline(ins->ctx->buffer, ", %s, %s)", dx, dy);
else if (bias)
shader_addline(ins->ctx->buffer, ", %s)", bias);
else
shader_addline(ins->ctx->buffer, ")");
shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
if (!is_identity_fixup(fixup))
shader_glsl_color_correction(ins, fixup);
}
/*****************************************************************************
* Begin processing individual instruction opcodes
****************************************************************************/
static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD write_mask;
const char *op;
/* Determine the GLSL operator to use based on the opcode */
switch (ins->handler_idx)
{
case WINED3DSIH_ADD: op = "+"; break;
case WINED3DSIH_AND: op = "&"; break;
case WINED3DSIH_DIV: op = "/"; break;
case WINED3DSIH_IADD: op = "+"; break;
case WINED3DSIH_ISHL: op = "<<"; break;
case WINED3DSIH_MUL: op = "*"; break;
case WINED3DSIH_OR: op = "|"; break;
case WINED3DSIH_SUB: op = "-"; break;
case WINED3DSIH_USHR: op = ">>"; break;
case WINED3DSIH_XOR: op = "^"; break;
default:
op = "<unhandled operator>";
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
break;
}
write_mask = shader_glsl_append_dst(buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
}
static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
unsigned int mask_size;
DWORD write_mask;
const char *op;
write_mask = shader_glsl_append_dst(buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
if (mask_size > 1)
{
switch (ins->handler_idx)
{
case WINED3DSIH_EQ: op = "equal"; break;
case WINED3DSIH_GE: op = "greaterThanEqual"; break;
case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
case WINED3DSIH_LT: op = "lessThan"; break;
case WINED3DSIH_NE: op = "notEqual"; break;
default:
op = "<unhandled operator>";
ERR("Unhandled opcode %#x.\n", ins->handler_idx);
break;
}
shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
mask_size, op, src0_param.param_str, src1_param.param_str);
}
else
{
switch (ins->handler_idx)
{
case WINED3DSIH_EQ: op = "=="; break;
case WINED3DSIH_GE: op = ">="; break;
case WINED3DSIH_IGE: op = ">="; break;
case WINED3DSIH_UGE: op = ">="; break;
case WINED3DSIH_LT: op = "<"; break;
case WINED3DSIH_NE: op = "!="; break;
default:
op = "<unhandled operator>";
ERR("Unhandled opcode %#x.\n", ins->handler_idx);
break;
}
shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
src0_param.param_str, op, src1_param.param_str);
}
}
static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD write_mask;
/* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
* not, we can emulate it. */
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
FIXME("64-bit integer multiplies not implemented.\n");
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
{
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(ins->ctx->buffer, "%s * %s);\n",
src0_param.param_str, src1_param.param_str);
}
}
static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param, src1_param;
DWORD write_mask;
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
{
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
{
char dst_mask[6];
write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(buffer, "tmp0%s = %s / %s;\n",
dst_mask, src0_param.param_str, src1_param.param_str);
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
shader_addline(buffer, "tmp0%s);\n", dst_mask);
}
else
{
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
}
}
else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
{
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
}
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
/* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
* shader versions WINED3DSIO_MOVA is used for this. */
if (ins->ctx->reg_maps->shader_version.major == 1
&& ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
&& ins->dst[0].reg.type == WINED3DSPR_ADDR)
{
/* This is a simple floor() */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
if (mask_size > 1) {
shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
} else {
shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
}
}
else if(ins->handler_idx == WINED3DSIH_MOVA)
{
/* We need to *round* to the nearest int here. */
unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
if (gl_info->supported[EXT_GPU_SHADER4])
{
if (mask_size > 1)
shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
else
shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
}
else
{
if (mask_size > 1)
shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
mask_size, src0_param.param_str, mask_size, src0_param.param_str);
else
shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
src0_param.param_str, src0_param.param_str);
}
}
else
{
shader_addline(buffer, "%s);\n", src0_param.param_str);
}
}
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD dst_write_mask, src_write_mask;
unsigned int dst_size = 0;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
/* dp4 works on vec4, dp3 on vec3, etc. */
if (ins->handler_idx == WINED3DSIH_DP4)
src_write_mask = WINED3DSP_WRITEMASK_ALL;
else if (ins->handler_idx == WINED3DSIH_DP3)
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
else
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
if (dst_size > 1) {
shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
} else {
shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
}
}
/* Note that this instruction has some restrictions. The destination write mask
* can't contain the w component, and the source swizzles have to be .xyzw */
static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
char dst_mask[6];
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
}
static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
}
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD dst_write_mask;
unsigned int dst_size;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
if (dst_size > 1)
{
shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
}
else
{
shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
src1_param.param_str, src0_param.param_str, src1_param.param_str);
}
}
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
const char *instruction;
DWORD write_mask;
unsigned i;
/* Determine the GLSL function to use based on the opcode */
/* TODO: Possibly make this a table for faster lookups */
switch (ins->handler_idx)
{
case WINED3DSIH_MIN: instruction = "min"; break;
case WINED3DSIH_MAX: instruction = "max"; break;
case WINED3DSIH_ABS: instruction = "abs"; break;
case WINED3DSIH_FRC: instruction = "fract"; break;
case WINED3DSIH_DSX: instruction = "dFdx"; break;
case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
case WINED3DSIH_SQRT: instruction = "sqrt"; break;
default: instruction = "";
FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
break;
}
write_mask = shader_glsl_append_dst(buffer, ins);
shader_addline(buffer, "%s(", instruction);
if (ins->src_count)
{
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
shader_addline(buffer, "%s", src_param.param_str);
for (i = 1; i < ins->src_count; ++i)
{
shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
shader_addline(buffer, ", %s", src_param.param_str);
}
}
shader_addline(buffer, "));\n");
}
static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
unsigned int mask_size;
DWORD write_mask;
char dst_mask[6];
write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
src_param.param_str, src_param.param_str);
shader_glsl_append_dst(buffer, ins);
if (mask_size > 1)
{
shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
mask_size, src_param.param_str);
}
else
{
shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
src_param.param_str);
}
}
static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
const char *prefix, *suffix;
unsigned int dst_size;
DWORD dst_write_mask;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
switch (ins->handler_idx)
{
case WINED3DSIH_EXP:
case WINED3DSIH_EXPP:
prefix = "exp2(";
suffix = ")";
break;
case WINED3DSIH_LOG:
case WINED3DSIH_LOGP:
prefix = "log2(abs(";
suffix = "))";
break;
case WINED3DSIH_RCP:
prefix = "1.0 / ";
suffix = "";
break;
case WINED3DSIH_RSQ:
prefix = "inversesqrt(abs(";
suffix = "))";
break;
default:
prefix = "";
suffix = "";
FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
break;
}
if (dst_size > 1)
shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
else
shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
}
/** Process the WINED3DSIO_EXPP instruction in GLSL:
* For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
* dst.x = 2^(floor(src))
* dst.y = src - floor(src)
* dst.z = 2^src (partial precision is allowed, but optional)
* dst.w = 1.0;
* For 2.0 shaders, just do this (honoring writemask and swizzle):
* dst = 2^src; (partial precision is allowed, but optional)
*/
static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
{
if (ins->ctx->reg_maps->shader_version.major < 2)
{
struct glsl_src_param src_param;
char dst_mask[6];
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
return;
}
shader_glsl_scalar_op(ins);
}
static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
unsigned int mask_size;
DWORD write_mask;
write_mask = shader_glsl_append_dst(buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
if (mask_size > 1)
shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
else
shader_addline(buffer, "int(%s));\n", src_param.param_str);
}
static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src_param;
unsigned int mask_size;
DWORD write_mask;
write_mask = shader_glsl_append_dst(buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
if (mask_size > 1)
shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
else
shader_addline(buffer, "float(%s));\n", src_param.param_str);
}
/** Process signed comparison opcodes in GLSL. */
static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
if (mask_size > 1) {
const char *compare;
switch(ins->handler_idx)
{
case WINED3DSIH_SLT: compare = "lessThan"; break;
case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
default: compare = "";
FIXME("Can't handle opcode %#x\n", ins->handler_idx);
}
shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
src0_param.param_str, src1_param.param_str);
} else {
switch(ins->handler_idx)
{
case WINED3DSIH_SLT:
/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
* to return 0.0 but step returns 1.0 because step is not < x
* An alternative is a bvec compare padded with an unused second component.
* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
* issue. Playing with not() is not possible either because not() does not accept
* a scalar.
*/
shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
src0_param.param_str, src1_param.param_str);
break;
case WINED3DSIH_SGE:
/* Here we can use the step() function and safe a conditional */
shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
break;
default:
FIXME("Can't handle opcode %#x\n", ins->handler_idx);
}
}
}
static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
{
const char *condition_prefix, *condition_suffix;
struct wined3d_shader_dst_param dst;
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
BOOL temp_destination = FALSE;
DWORD cmp_channel = 0;
unsigned int i, j;
char mask_char[6];
DWORD write_mask;
switch (ins->handler_idx)
{
case WINED3DSIH_CMP:
condition_prefix = "";
condition_suffix = " >= 0.0";
break;
case WINED3DSIH_CND:
condition_prefix = "";
condition_suffix = " > 0.5";
break;
case WINED3DSIH_MOVC:
condition_prefix = "bool(";
condition_suffix = ")";
break;
default:
FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
condition_prefix = "<unhandled prefix>";
condition_suffix = "<unhandled suffix>";
break;
}
if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
{
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
condition_prefix, src0_param.param_str, condition_suffix,
src1_param.param_str, src2_param.param_str);
return;
}
dst = ins->dst[0];
/* Splitting the instruction up in multiple lines imposes a problem:
* The first lines may overwrite source parameters of the following lines.
* Deal with that by using a temporary destination register if needed. */
if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
&& ins->src[0].reg.type == dst.reg.type)
|| (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
&& ins->src[1].reg.type == dst.reg.type)
|| (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
&& ins->src[2].reg.type == dst.reg.type))
temp_destination = TRUE;
/* Cycle through all source0 channels. */
for (i = 0; i < 4; ++i)
{
write_mask = 0;
/* Find the destination channels which use the current source0 channel. */
for (j = 0; j < 4; ++j)
{
if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
{
write_mask |= WINED3DSP_WRITEMASK_0 << j;
cmp_channel = WINED3DSP_WRITEMASK_0 << j;
}
}
dst.write_mask = ins->dst[0].write_mask & write_mask;
if (temp_destination)
{
if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
continue;
shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
}
else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
continue;
shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
condition_prefix, src0_param.param_str, condition_suffix,
src1_param.param_str, src2_param.param_str);
}
if (temp_destination)
{
shader_glsl_get_write_mask(&ins->dst[0], mask_char);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
}
}
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
* the compare is done per component of src0. */
static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
DWORD write_mask;
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
if (shader_version < WINED3D_SHADER_VERSION(1, 4))
{
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
else
shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
return;
}
shader_glsl_conditional_move(ins);
}
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
/* Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
{
int i;
int nComponents = 0;
struct wined3d_shader_dst_param tmp_dst = {{0}};
struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
struct wined3d_shader_instruction tmp_ins;
memset(&tmp_ins, 0, sizeof(tmp_ins));
/* Set constants for the temporary argument */
tmp_ins.ctx = ins->ctx;
tmp_ins.dst_count = 1;
tmp_ins.dst = &tmp_dst;
tmp_ins.src_count = 2;
tmp_ins.src = tmp_src;
switch(ins->handler_idx)
{
case WINED3DSIH_M4x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M4x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP4;
break;
case WINED3DSIH_M3x4:
nComponents = 4;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x3:
nComponents = 3;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
case WINED3DSIH_M3x2:
nComponents = 2;
tmp_ins.handler_idx = WINED3DSIH_DP3;
break;
default:
break;
}
tmp_dst = ins->dst[0];
tmp_src[0] = ins->src[0];
tmp_src[1] = ins->src[1];
for (i = 0; i < nComponents; ++i)
{
tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
shader_glsl_dot(&tmp_ins);
++tmp_src[1].reg.idx[0].offset;
}
}
/**
The LRP instruction performs a component-wise linear interpolation
between the second and third operands using the first operand as the
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
*/
static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
src2_param.param_str, src1_param.param_str, src0_param.param_str);
}
/** Process the WINED3DSIO_LIT instruction in GLSL:
* dst.x = dst.w = 1.0
* dst.y = (src0.x > 0) ? src0.x
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
* where src.w is clamped at +- 128
*/
static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src3_param;
char dst_mask[6];
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
/* The sdk specifies the instruction like this
* dst.x = 1.0;
* if(src.x > 0.0) dst.y = src.x
* else dst.y = 0.0.
* if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
* else dst.z = 0.0;
* dst.w = 1.0;
* (where power = src.w clamped between -128 and 128)
*
* Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
* dst.x = 1.0 ... No further explanation needed
* dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
* dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
* dst.w = 1.0. ... Nothing fancy.
*
* So we still have one conditional in there. So do this:
* dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
*
* step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
* which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
* if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
*
* Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
* a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
* what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
*/
shader_addline(ins->ctx->buffer,
"vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
"pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
src0_param.param_str, src3_param.param_str, src1_param.param_str,
src0_param.param_str, src3_param.param_str, dst_mask);
}
/** Process the WINED3DSIO_DST instruction in GLSL:
* dst.x = 1.0
* dst.y = src0.x * src0.y
* dst.z = src0.z
* dst.w = src1.w
*/
static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0y_param;
struct glsl_src_param src0z_param;
struct glsl_src_param src1y_param;
struct glsl_src_param src1w_param;
char dst_mask[6];
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
}
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
*
* dst.x = cos(src0.?)
* dst.y = sin(src0.?)
* dst.z = dst.z
* dst.w = dst.w
*/
static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct glsl_src_param src0_param;
DWORD write_mask;
if (ins->ctx->reg_maps->shader_version.major < 4)
{
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
write_mask = shader_glsl_append_dst(buffer, ins);
switch (write_mask)
{
case WINED3DSP_WRITEMASK_0:
shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
break;
case WINED3DSP_WRITEMASK_1:
shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
break;
case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
src0_param.param_str, src0_param.param_str);
break;
default:
ERR("Write mask should be .x, .y or .xy\n");
break;
}
return;
}
if (ins->dst[0].reg.type != WINED3DSPR_NULL)
{
if (ins->dst[1].reg.type != WINED3DSPR_NULL)
{
char dst_mask[6];
write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
shader_addline(buffer, "tmp0%s);\n", dst_mask);
}
else
{
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
}
}
else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
{
write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
}
}
/* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
* here. But those extra parameters require a dedicated function for sgn, since map2gl would
* generate invalid code
*/
static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
DWORD write_mask;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
}
/** Process the WINED3DSIO_LOOP instruction in GLSL:
* Start a for() loop where src1.y is the initial value of aL,
* increment aL by src1.z for a total of src1.x iterations.
* Need to use a temporary variable for this operation.
*/
/* FIXME: I don't think nested loops will work correctly this way. */
static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
const struct wined3d_shader *shader = ins->ctx->shader;
const struct wined3d_shader_lconst *constant;
struct glsl_src_param src1_param;
const DWORD *control_values = NULL;
if (ins->ctx->reg_maps->shader_version.major < 4)
{
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
/* Try to hardcode the loop control parameters if possible. Direct3D 9
* class hardware doesn't support real varying indexing, but Microsoft
* designed this feature for Shader model 2.x+. If the loop control is
* known at compile time, the GLSL compiler can unroll the loop, and
* replace indirect addressing with direct addressing. */
if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
{
LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
{
if (constant->idx == ins->src[1].reg.idx[0].offset)
{
control_values = constant->value;
break;
}
}
}
if (control_values)
{
struct wined3d_shader_loop_control loop_control;
loop_control.count = control_values[0];
loop_control.start = control_values[1];
loop_control.step = (int)control_values[2];
if (loop_control.step > 0)
{
shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
loop_state->current_depth, loop_control.start,
loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
loop_state->current_depth, loop_control.step);
}
else if (loop_control.step < 0)
{
shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
loop_state->current_depth, loop_control.start,
loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
loop_state->current_depth, loop_control.step);
}
else
{
shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
loop_state->current_depth, loop_control.start, loop_state->current_depth,
loop_state->current_depth, loop_control.count,
loop_state->current_depth);
}
}
else
{
shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
loop_state->current_depth, loop_state->current_reg,
src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
}
++loop_state->current_reg;
}
else
{
shader_addline(buffer, "for (;;)\n{\n");
}
++loop_state->current_depth;
}
static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
{
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
shader_addline(ins->ctx->buffer, "}\n");
if (ins->handler_idx == WINED3DSIH_ENDLOOP)
{
--loop_state->current_depth;
--loop_state->current_reg;
}
if (ins->handler_idx == WINED3DSIH_ENDREP)
{
--loop_state->current_depth;
}
}
static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_shader *shader = ins->ctx->shader;
struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
const struct wined3d_shader_lconst *constant;
struct glsl_src_param src0_param;
const DWORD *control_values = NULL;
/* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
{
LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
{
if (constant->idx == ins->src[0].reg.idx[0].offset)
{
control_values = constant->value;
break;
}
}
}
if (control_values)
{
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
loop_state->current_depth, loop_state->current_depth,
control_values[0], loop_state->current_depth);
}
else
{
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
loop_state->current_depth, loop_state->current_depth,
src0_param.param_str, loop_state->current_depth);
}
++loop_state->current_depth;
}
static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(ins->ctx->buffer, "if (bool(%s)) {\n", src0_param.param_str);
}
static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
}
static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "} else {\n");
}
static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "EmitVertex();\n");
}
static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "break;\n");
}
/* FIXME: According to MSDN the compare is done per component. */
static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
}
static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
}
static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "}\n");
shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
}
static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
{
shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
}
static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src1_param;
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
src1_param.param_str, ins->src[0].reg.idx[0].offset);
}
static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
{
/* No-op. The closing } is written when a new function is started, and at the end of the shader. This
* function only suppresses the unhandled instruction warning
*/
}
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
{
DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
ins->ctx->reg_maps->shader_version.minor);
struct glsl_sample_function sample_function;
DWORD sample_flags = 0;
DWORD resource_idx;
DWORD mask = 0, swizzle;
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
if (shader_version < WINED3D_SHADER_VERSION(2,0))
resource_idx = ins->dst[0].reg.idx[0].offset;
else
resource_idx = ins->src[1].reg.idx[0].offset;
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
/* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
{
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
switch (flags & ~WINED3D_PSARGS_PROJECTED)
{
case WINED3D_TTFF_COUNT1:
FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
break;
case WINED3D_TTFF_COUNT2:
mask = WINED3DSP_WRITEMASK_1;
break;
case WINED3D_TTFF_COUNT3:
mask = WINED3DSP_WRITEMASK_2;
break;
case WINED3D_TTFF_COUNT4:
case WINED3D_TTFF_DISABLE:
mask = WINED3DSP_WRITEMASK_3;
break;
}
}
}
else if (shader_version < WINED3D_SHADER_VERSION(2,0))
{
enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
if (src_mod == WINED3DSPSM_DZ) {
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_2;
} else if (src_mod == WINED3DSPSM_DW) {
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
}
}
else
{
if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
&& ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
{
/* ps 2.0 texldp instruction always divides by the fourth component. */
sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
mask = WINED3DSP_WRITEMASK_3;
}
}
if (priv->cur_ps_args->np2_fixup & (1u << resource_idx))
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function);
mask |= sample_function.coord_mask;
sample_function.coord_mask = mask;
if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
else swizzle = ins->src[1].swizzle;
/* 1.0-1.3: Use destination register as coordinate source.
1.4+: Use provided coordinate source register. */
if (shader_version < WINED3D_SHADER_VERSION(1,4))
{
char coord_mask[6];
shader_glsl_write_mask_to_str(mask, coord_mask);
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
"T%u%s", resource_idx, coord_mask);
}
else
{
struct glsl_src_param coord_param;
shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
if (ins->flags & WINED3DSI_TEXLD_BIAS)
{
struct glsl_src_param bias;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
"%s", coord_param.param_str);
} else {
shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
"%s", coord_param.param_str);
}
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
struct glsl_src_param coord_param, dx_param, dy_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
struct glsl_sample_function sample_function;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
{
FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
shader_glsl_tex(ins);
return;
}
sampler_idx = ins->src[1].reg.idx[0].offset;
if (priv->cur_ps_args->np2_fixup & (1u << sampler_idx))
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
"%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
{
const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
struct glsl_src_param coord_param, lod_param;
DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
struct glsl_sample_function sample_function;
DWORD sampler_idx;
DWORD swizzle = ins->src[1].swizzle;
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
sampler_idx = ins->src[1].reg.idx[0].offset;
if (ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
&& priv->cur_ps_args->np2_fixup & (1u << sampler_idx))
sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
&& ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
{
/* Plain GLSL only supports Lod sampling functions in vertex shaders.
* However, the NVIDIA drivers allow them in fragment shaders as well,
* even without the appropriate extension. */
WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
}
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
"%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
unsigned int resource_idx, unsigned int sampler_idx)
{
struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
unsigned int i;
for (i = 0; i < sampler_map->count; ++i)
{
if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
return entries[i].bind_idx;
}
ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
return ~0u;
}
static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
{
struct glsl_sample_function sample_function;
struct glsl_src_param coord_param;
unsigned int sampler_idx;
shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, NULL, "%s", coord_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
{
char dst_mask[6];
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(buffer, "clamp(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, 0, &sample_function);
mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
switch(mask_size)
{
case 1:
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"dot(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,
"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,
"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, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
struct glsl_sample_function sample_function;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param;
char dst_mask[6];
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
tex_mx->current_row = 0;
}
/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct glsl_sample_function sample_function;
DWORD reg = ins->dst[0].reg.idx[0].offset;
char coord_mask[6];
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
/* Reflection calculation */
shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
/* Sample the texture */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, NULL, "tmp0%s", coord_mask);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
}
/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
struct wined3d_string_buffer *buffer = ins->ctx->buffer;
struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
struct glsl_sample_function sample_function;
DWORD reg = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param;
char coord_mask[6];
shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
/* Perform the last matrix multiply operation */
shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
/* Construct the eye-ray vector from w coordinates */
shader_addline(buffer, "tmp1.xyz = normalize(vec3(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, 0, &sample_function);
shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
/* Sample the texture using the calculated coordinates */
shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
NULL, NULL, NULL, "tmp0%s", coord_mask);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
tex_mx->current_row = 0;
}
/** Process the WINED3DSIO_TEXBEM instruction in GLSL.
* Apply a fake bump map transform.
* texbem is pshader <= 1.3 only, this saves a few version checks
*/
static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
struct glsl_sample_function sample_function;
struct glsl_src_param coord_param;
DWORD sampler_idx;
DWORD mask;
DWORD flags;
char coord_mask[6];
sampler_idx = ins->dst[0].reg.idx[0].offset;
flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
& WINED3D_PSARGS_TEXTRANSFORM_MASK;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
mask = sample_function.coord_mask;
shader_glsl_write_mask_to_str(mask, coord_mask);
/* With projected textures, texbem only divides the static texture coord,
* not the displacement, so we can't let GL handle this. */
if (flags & WINED3D_PSARGS_PROJECTED)
{
DWORD div_mask=0;
char coord_div_mask[3];
switch (flags & ~WINED3D_PSARGS_PROJECTED)
{
case WINED3D_TTFF_COUNT1:
FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
break;
case WINED3D_TTFF_COUNT2:
div_mask = WINED3DSP_WRITEMASK_1;
break;
case WINED3D_TTFF_COUNT3:
div_mask = WINED3DSP_WRITEMASK_2;
break;
case WINED3D_TTFF_COUNT4:
case WINED3D_TTFF_DISABLE:
div_mask = WINED3DSP_WRITEMASK_3;
break;
}
shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
}
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
coord_param.param_str, coord_mask);
if (ins->handler_idx == WINED3DSIH_TEXBEML)
{
struct glsl_src_param luminance_param;
struct glsl_dst_param dst_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
dst_param.reg_name, dst_param.mask_str,
luminance_param.param_str, sampler_idx, sampler_idx);
}
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
{
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_src_param src0_param, src1_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_append_dst(ins->ctx->buffer, ins);
shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
src0_param.param_str, sampler_idx, src1_param.param_str);
}
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
{
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s.wx", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
{
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s.yz", src0_param.reg_name);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
{
DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
struct glsl_sample_function sample_function;
struct glsl_src_param src0_param;
/* Dependent read, not valid with conditional NP2 */
shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
"%s", src0_param.param_str);
shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
{
if (ins->ctx->reg_maps->shader_version.major >= 4)
{
struct glsl_src_param src_param;
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
}
else
{
struct glsl_dst_param dst_param;
/* The argument is a destination parameter, and no writemasks are allowed */
shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
/* 2.0 shaders compare all 4 components in texkill. */
if (ins->ctx->reg_maps->shader_version.major >= 2)
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
/* 1.x shaders only compare the first 3 components, probably due to
* the nature of the texkill instruction as a tex* instruction, and
* phase, which kills all .w components. Even if all 4 components are
* defined, only the first 3 are used. */
else
shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
}
}
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
{
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
struct glsl_src_param src2_param;
DWORD write_mask;
unsigned int mask_size;
write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
mask_size = shader_glsl_get_write_mask_size(write_mask);
shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
if (mask_size > 1) {
shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
} else {
shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
}
static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_signature *input_signature,
const struct wined3d_shader_reg_maps *reg_maps,
const struct ps_compile_args *args)
{
unsigned int i;
for (i = 0; i < input_signature->element_count; ++i)
{
const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
const char *semantic_name;
UINT semantic_idx;
char reg_mask[6];
/* Unused */
if (!(reg_maps->input_registers & (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 == vertexshader)
{
if (input->sysval_semantic == WINED3D_SV_POSITION)
shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
else
shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask,
shader->u.ps.input_reg_map[input->register_idx], reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (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 == pretransformed && args->texcoords_initialized & (1u << semantic_idx))
shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, semantic_idx, reg_mask);
else
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
{
if (!semantic_idx)
shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
else
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
}
else
{
shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
}
}
}
/*********************************************
* Vertex Shader Specific Code begins here
********************************************/
static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
{
struct glsl_program_key key;
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
ERR("Failed to insert program entry.\n");
}
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
GLuint vs_id, GLuint gs_id, GLuint ps_id)
{
struct wine_rb_entry *entry;
struct glsl_program_key key;
key.vs_id = vs_id;
key.gs_id = gs_id;
key.ps_id = ps_id;
entry = wine_rb_get(&priv->program_lookup, &key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
}
/* Context activation is done by the caller. */
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
struct glsl_shader_prog_link *entry)
{
struct glsl_program_key key;
key.vs_id = entry->vs.id;
key.gs_id = entry->gs.id;
key.ps_id = entry->ps.id;
wine_rb_remove(&priv->program_lookup, &key);
GL_EXTCALL(glDeleteProgram(entry->id));
if (entry->vs.id)
list_remove(&entry->vs.shader_entry);
if (entry->gs.id)
list_remove(&entry->gs.shader_entry);
if (entry->ps.id)
list_remove(&entry->ps.shader_entry);
HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
HeapFree(GetProcessHeap(), 0, entry);
}
static void handle_ps3_input(struct shader_glsl_priv *priv,
const struct wined3d_gl_info *gl_info, const DWORD *map,
const struct wined3d_shader_signature *input_signature,
const struct wined3d_shader_reg_maps *reg_maps_in,
const struct wined3d_shader_signature *output_signature,
const struct wined3d_shader_reg_maps *reg_maps_out)
{
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
unsigned int i, j;
DWORD *set;
DWORD in_idx;
unsigned int in_count = vec4_varyings(3, gl_info);
char reg_mask[6];
struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
for (i = 0; i < input_signature->element_count; ++i)
{
const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
continue;
in_idx = map[input->register_idx];
/* Declared, but not read register */
if (in_idx == ~0u)
continue;
if (in_idx >= (in_count + 2))
{
FIXME("More input varyings declared than supported, expect issues.\n");
continue;
}
if (in_idx == in_count)
string_buffer_sprintf(destination, "gl_FrontColor");
else if (in_idx == in_count + 1)
string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
else
string_buffer_sprintf(destination, "ps_link[%u]", in_idx);
if (!set[in_idx])
set[in_idx] = ~0u;
for (j = 0; j < output_signature->element_count; ++j)
{
const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
DWORD mask;
if (!(reg_maps_out->output_registers & (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] = mask;
else
set[in_idx] |= mask;
shader_glsl_write_mask_to_str(mask, reg_mask);
shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
destination->buffer, reg_mask, output->register_idx, reg_mask);
}
}
for (i = 0; i < in_count + 2; ++i)
{
unsigned int size;
if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
continue;
if (set[i] == ~0U) set[i] = 0;
size = 0;
if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
reg_mask[size] = '\0';
if (i == in_count)
string_buffer_sprintf(destination, "gl_FrontColor");
else if (i == in_count + 1)
string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
else
string_buffer_sprintf(destination, "ps_link[%u]", i);
if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
}
HeapFree(GetProcessHeap(), 0, set);
string_buffer_release(&priv->string_buffers, destination);
}
/* Context activation is done by the caller. */
static GLuint generate_param_reorder_function(struct shader_glsl_priv *priv,
const struct wined3d_shader *vs, const struct wined3d_shader *ps,
BOOL per_vertex_point_size, const struct wined3d_gl_info *gl_info)
{
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
GLuint ret = 0;
DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
unsigned int i;
const char *semantic_name;
UINT semantic_idx;
char reg_mask[6];
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
string_buffer_clear(buffer);
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version));
if (per_vertex_point_size)
{
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " float size_min;\n");
shader_addline(buffer, " float size_max;\n");
shader_addline(buffer, "} ffp_point;\n");
}
if (ps_major < 3)
{
DWORD colors_written_mask[2] = {0};
DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
if (!legacy_context)
{
declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
for (i = 0; i < vs->output_signature.element_count; ++i)
{
const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
DWORD write_mask;
if (!(vs->reg_maps.output_registers & (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 (!semantic_idx)
shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
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 = vs_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
{
if (semantic_idx < MAX_TEXTURES)
{
shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
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(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
output->register_idx, reg_mask[1]);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
{
shader_addline(buffer, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
legacy_context ? "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, "gl_FrontColor%s = vec4(1.0)%s;\n",
reg_mask, reg_mask);
else
shader_addline(buffer, "gl_FrontSecondaryColor%s = vec4(0.0)%s;\n",
reg_mask, reg_mask);
}
}
for (i = 0; i < 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, "gl_TexCoord[%u]%s = vec4(0.0)%s;\n", i, reg_mask, reg_mask);
}
}
}
else
{
UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
/* First, sort out position and point size. Those are not passed to the pixel shader */
for (i = 0; i < vs->output_signature.element_count; ++i)
{
const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
continue;
semantic_name = output->semantic_name;
semantic_idx = output->semantic_idx;
shader_glsl_write_mask_to_str(output->mask, reg_mask);
if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
{
shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
reg_mask, output->register_idx, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
{
shader_addline(buffer, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
output->register_idx, reg_mask[1]);
}
}
/* Then, fix the pixel shader input */
handle_ps3_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
&ps->reg_maps, &vs->output_signature, &vs->reg_maps);
}
shader_addline(buffer, "}\n");
ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
shader_glsl_compile(gl_info, ret, buffer->buffer);
return ret;
}
static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer)
{
shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
}
static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer, enum wined3d_ffp_ps_fog_mode mode)
{
switch (mode)
{
case WINED3D_FFP_PS_FOG_OFF:
return;
case WINED3D_FFP_PS_FOG_LINEAR:
shader_addline(buffer, "float fog = (ffp_fog.end - 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, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
" clamp(fog, 0.0, 1.0));\n");
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader,
const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
const DWORD *function = shader->function;
struct shader_glsl_ctx_priv priv_ctx;
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
/* Create the hw GLSL shader object and assign it as the shader->prgId */
GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_ps_args = args;
priv_ctx.cur_np2fixup_info = np2fixup_info;
priv_ctx.string_buffers = string_buffers;
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
/* The spec says that it doesn't have to be explicitly enabled, but the
* nvidia drivers write a warning if we don't do so. */
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
if (reg_maps->shader_version.major < 3 || args->vp_mode != vertexshader)
{
unsigned int i;
WORD map = reg_maps->texcoord;
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] = gl_TexCoord[%u];\n", i, 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_context)
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);
/* Base Shader Body */
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
if (reg_maps->shader_version.major < 2)
{
/* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
shader_addline(buffer, "gl_FragData[0] = R0;\n");
}
if (args->srgb_correction)
shader_glsl_generate_srgb_write_correction(buffer);
/* SM < 3 does not replace the fog stage. */
if (reg_maps->shader_version.major < 3)
shader_glsl_generate_fog_code(buffer, args->fog);
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
return shader_id;
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader,
const struct vs_compile_args *args)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
const DWORD *function = shader->function;
struct shader_glsl_ctx_priv priv_ctx;
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
/* Create the hw GLSL shader program and assign it as the shader->prgId */
GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
if (gl_info->supported[ARB_DRAW_INSTANCED])
shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.cur_vs_args = args;
priv_ctx.string_buffers = string_buffers;
/* Base Declarations */
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
/* Base Shader Body */
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
/* Unpack outputs */
shader_addline(buffer, "order_ps_input(vs_out);\n");
/* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
* or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
* the fog frag coord is thrown away. If the fog frag coord is used, but not written by
* the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
*/
if (args->fog_src == VS_FOG_Z)
shader_addline(buffer, "%s = gl_Position.z;\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
else if (!reg_maps->fog)
shader_addline(buffer, "%s = 0.0;\n",
legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
/* We always store the clipplanes without y inversion */
if (args->clip_enabled)
shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
if (args->point_size && !args->per_vertex_point_size)
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad.
*/
shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
*
* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
* before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
* which is the same as z = z * 2 - w.
*/
shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
return shader_id;
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
const struct wined3d_shader *shader)
{
const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
const struct wined3d_gl_info *gl_info = context->gl_info;
const DWORD *function = shader->function;
struct shader_glsl_ctx_priv priv_ctx;
GLuint shader_id;
shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
if (gl_info->supported[ARB_GEOMETRY_SHADER4])
shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
if (gl_info->supported[EXT_GPU_SHADER4])
shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
memset(&priv_ctx, 0, sizeof(priv_ctx));
priv_ctx.string_buffers = string_buffers;
shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
shader_addline(buffer, "}\n");
TRACE("Compiling shader object %u.\n", shader_id);
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
return shader_id;
}
static GLuint find_glsl_pshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
{
struct glsl_ps_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
struct ps_np2fixup_info *np2fixup;
UINT i;
DWORD new_size;
GLuint ret;
if (!shader->backend_data)
{
shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
if (!shader->backend_data)
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.ps;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
{
if (args->np2_fixup)
*np2fixup_info = &gl_shaders[i].np2fixup;
return gl_shaders[i].id;
}
}
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
new_size * sizeof(*gl_shaders));
}
else
{
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
new_size = 1;
}
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader_data->gl_shaders.ps = new_array;
shader_data->shader_array_size = new_size;
gl_shaders = new_array;
}
gl_shaders[shader_data->num_gl_shaders].args = *args;
np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
memset(np2fixup, 0, sizeof(*np2fixup));
*np2fixup_info = args->np2_fixup ? np2fixup : NULL;
pixelshader_update_resource_types(shader, args->tex_types);
string_buffer_clear(buffer);
ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
const DWORD use_map)
{
if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
if((stored->clip_enabled) != new->clip_enabled) return FALSE;
if (stored->point_size != new->point_size)
return FALSE;
if (stored->per_vertex_point_size != new->per_vertex_point_size)
return FALSE;
return stored->fog_src == new->fog_src;
}
static GLuint find_glsl_vshader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader,
const struct vs_compile_args *args)
{
UINT i;
DWORD new_size;
DWORD use_map = context->stream_info.use_map;
struct glsl_vs_compiled_shader *gl_shaders, *new_array;
struct glsl_shader_private *shader_data;
GLuint ret;
if (!shader->backend_data)
{
shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
if (!shader->backend_data)
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.vs;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc)
*/
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
if (vs_args_equal(&gl_shaders[i].args, args, use_map))
return gl_shaders[i].id;
}
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader_data->num_gl_shaders)
{
new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
new_size * sizeof(*gl_shaders));
}
else
{
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
new_size = 1;
}
if(!new_array) {
ERR("Out of memory\n");
return 0;
}
shader_data->gl_shaders.vs = new_array;
shader_data->shader_array_size = new_size;
gl_shaders = new_array;
}
gl_shaders[shader_data->num_gl_shaders].args = *args;
string_buffer_clear(buffer);
ret = shader_glsl_generate_vshader(context, buffer, string_buffers, shader, args);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader)
{
struct glsl_gs_compiled_shader *gl_shaders;
struct glsl_shader_private *shader_data;
GLuint ret;
if (!shader->backend_data)
{
if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.gs;
if (shader_data->num_gl_shaders)
return gl_shaders[0].id;
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
{
ERR("Failed to allocate GL shader array.\n");
return 0;
}
shader_data->shader_array_size = 1;
gl_shaders = shader_data->gl_shaders.gs;
string_buffer_clear(buffer);
ret = shader_glsl_generate_geometry_shader(context, buffer, string_buffers, shader);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
{
switch (mcs)
{
case WINED3D_MCS_MATERIAL:
return material;
case WINED3D_MCS_COLOR1:
return "ffp_attrib_diffuse";
case WINED3D_MCS_COLOR2:
return "ffp_attrib_specular";
default:
ERR("Invalid material color source %#x.\n", mcs);
return "<invalid>";
}
}
static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
{
const char *diffuse, *specular, *emissive, *ambient;
enum wined3d_light_type light_type;
unsigned int i;
if (!settings->lighting)
{
shader_addline(buffer, "gl_FrontColor = ffp_attrib_diffuse;\n");
shader_addline(buffer, "gl_FrontSecondaryColor = ffp_attrib_specular;\n");
return;
}
shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
shader_addline(buffer, "vec3 dir, dst;\n");
shader_addline(buffer, "float att, t;\n");
ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
switch (light_type)
{
case WINED3D_LIGHT_POINT:
shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
shader_addline(buffer, "dst.z = dot(dir, dir);\n");
shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
shader_addline(buffer, "dst.x = 1.0;\n");
if (legacy_lighting)
{
shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
}
else
{
shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
}
shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
" ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
if (!legacy_lighting)
shader_addline(buffer, "att = 1.0 / att;\n");
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
if (!settings->normal)
{
if (!legacy_lighting)
shader_addline(buffer, "}\n");
break;
}
shader_addline(buffer, "dir = normalize(dir);\n");
shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
" * ffp_light[%u].diffuse.xyz) * att;\n", i);
if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
else
shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
" * ffp_light[%u].specular) * att;\n", i);
if (!legacy_lighting)
shader_addline(buffer, "}\n");
break;
case WINED3D_LIGHT_SPOT:
shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
shader_addline(buffer, "dst.z = dot(dir, dir);\n");
shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
shader_addline(buffer, "dst.x = 1.0;\n");
if (legacy_lighting)
{
shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
}
else
{
shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
}
shader_addline(buffer, "dir = normalize(dir);\n");
shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i);
shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i);
shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i);
shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
" / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
i, i, i, i);
if (legacy_lighting)
shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
" ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
i, i, i);
else
shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
" ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
i, i, i);
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
if (!settings->normal)
{
if (!legacy_lighting)
shader_addline(buffer, "}\n");
break;
}
shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
" * ffp_light[%u].diffuse.xyz) * att;\n", i);
if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
else
shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
" * ffp_light[%u].specular) * att;\n", i);
if (!legacy_lighting)
shader_addline(buffer, "}\n");
break;
case WINED3D_LIGHT_DIRECTIONAL:
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
if (!settings->normal)
break;
shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i);
shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
" * ffp_light[%u].diffuse.xyz;\n", i);
/* TODO: In the non-local viewer case the halfvector is constant
* and could be precomputed and stored in a uniform. */
if (settings->localviewer)
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
else
shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
" * ffp_light[%u].specular;\n", i);
break;
case WINED3D_LIGHT_PARALLELPOINT:
shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
if (!settings->normal)
break;
shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", i);
shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
" * ffp_light[%u].diffuse.xyz;\n", i);
shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
" * ffp_light[%u].specular;\n", i);
break;
default:
if (light_type)
FIXME("Unhandled light type %#x.\n", light_type);
continue;
}
}
shader_addline(buffer, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
ambient, diffuse, emissive);
shader_addline(buffer, "gl_FrontColor.w = %s.w;\n", diffuse);
shader_addline(buffer, "gl_FrontSecondaryColor = %s * specular;\n", specular);
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer *buffer,
const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info,
BOOL legacy_lighting)
{
static const struct attrib_info
{
const char type[6];
const char name[24];
}
attrib_info[] =
{
{"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
{"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
/* TODO: Indexed vertex blending */
{"float", ""}, /* WINED3D_FFP_BLENDINDICES */
{"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
{"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
{"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
{"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
};
GLuint shader_obj;
unsigned int i;
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
BOOL output_legacy_fogcoord = legacy_context;
string_buffer_clear(buffer);
shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
{
const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
shader_addline(buffer, "attribute %s vs_in%u;\n", type, i);
}
shader_addline(buffer, "\n");
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " vec4 emissive;\n");
shader_addline(buffer, " vec4 ambient;\n");
shader_addline(buffer, " vec4 diffuse;\n");
shader_addline(buffer, " vec4 specular;\n");
shader_addline(buffer, " float shininess;\n");
shader_addline(buffer, "} ffp_material;\n");
shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " vec4 diffuse;\n");
shader_addline(buffer, " vec4 specular;\n");
shader_addline(buffer, " vec4 ambient;\n");
shader_addline(buffer, " vec4 position;\n");
shader_addline(buffer, " vec3 direction;\n");
shader_addline(buffer, " float range;\n");
shader_addline(buffer, " float falloff;\n");
shader_addline(buffer, " float c_att;\n");
shader_addline(buffer, " float l_att;\n");
shader_addline(buffer, " float q_att;\n");
shader_addline(buffer, " float cos_htheta;\n");
shader_addline(buffer, " float cos_hphi;\n");
shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
if (settings->point_size)
{
shader_addline(buffer, "uniform struct\n{\n");
shader_addline(buffer, " float size;\n");
shader_addline(buffer, " float size_min;\n");
shader_addline(buffer, " float size_max;\n");
shader_addline(buffer, " float c_att;\n");
shader_addline(buffer, " float l_att;\n");
shader_addline(buffer, " float q_att;\n");
shader_addline(buffer, "} ffp_point;\n");
}
if (legacy_context)
{
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
}
else
{
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;\n",
attrib_info[i].type, attrib_info[i].name, i);
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU)
{
shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
}
}
shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
if (settings->transformed)
{
shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
}
else
{
for (i = 0; i < settings->vertexblends; ++i)
shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
for (i = 0; i < settings->vertexblends + 1; ++i)
shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
if (settings->clipping)
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
}
shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
if (settings->normal)
{
if (!settings->vertexblends)
{
shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
}
else
{
for (i = 0; i < settings->vertexblends + 1; ++i)
shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
}
if (settings->normalize)
shader_addline(buffer, "normal = normalize(normal);\n");
}
shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
for (i = 0; i < MAX_TEXTURES; ++i)
{
switch (settings->texgen[i] & 0xffff0000)
{
case WINED3DTSS_TCI_PASSTHRU:
if (settings->texcoords & (1u << i))
shader_addline(buffer, "gl_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, "gl_TexCoord[%u] = vec4(0.0);\n", i);
break;
case WINED3DTSS_TCI_CAMERASPACENORMAL:
shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
break;
case WINED3DTSS_TCI_CAMERASPACEPOSITION:
shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
break;
case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
" * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
break;
case WINED3DTSS_TCI_SPHEREMAP:
shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
shader_addline(buffer, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
" * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
break;
default:
ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
break;
}
}
switch (settings->fog_mode)
{
case WINED3D_FFP_VS_FOG_OFF:
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)
/* 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 = "gl_Color";
break;
case WINED3DTA_CURRENT:
if (!stage)
ret = "gl_Color";
else
ret = "ret";
break;
case WINED3DTA_TEXTURE:
switch (stage)
{
case 0: ret = "tex0"; break;
case 1: ret = "tex1"; break;
case 2: ret = "tex2"; break;
case 3: ret = "tex3"; break;
case 4: ret = "tex4"; break;
case 5: ret = "tex5"; break;
case 6: ret = "tex6"; break;
case 7: ret = "tex7"; break;
default:
ret = "<invalid texture>";
break;
}
break;
case WINED3DTA_TFACTOR:
ret = "tex_factor";
break;
case WINED3DTA_SPECULAR:
ret = "gl_SecondaryColor";
break;
case WINED3DTA_TEMP:
ret = "temp_reg";
break;
case WINED3DTA_CONSTANT:
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, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
{
const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
if (color && alpha)
dstmask = "";
else if (color)
dstmask = ".xyz";
else
dstmask = ".w";
if (dst == tempreg)
dstreg = "temp_reg";
else
dstreg = "ret";
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
switch (op)
{
case WINED3D_TOP_DISABLE:
if (!stage)
shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
break;
case WINED3D_TOP_SELECT_ARG1:
shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
break;
case WINED3D_TOP_SELECT_ARG2:
shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_MODULATE:
shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_MODULATE_4X:
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_MODULATE_2X:
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_ADD:
shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_ADD_SIGNED:
shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_ADD_SIGNED_2X:
shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_SUBTRACT:
shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask);
break;
case WINED3D_TOP_ADD_SMOOTH:
shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
break;
case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
break;
case WINED3D_TOP_BLEND_FACTOR_ALPHA:
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
break;
case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
break;
case WINED3D_TOP_BLEND_CURRENT_ALPHA:
arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
break;
case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
break;
case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
break;
case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
break;
case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
break;
case WINED3D_TOP_BUMPENVMAP:
case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
/* These are handled in the first pass, nothing to do. */
break;
case WINED3D_TOP_DOTPRODUCT3:
shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
dstreg, dstmask, arg1, arg2, dstmask);
break;
case WINED3D_TOP_MULTIPLY_ADD:
shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
break;
case WINED3D_TOP_LERP:
/* MSDN isn't quite right here. */
shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
break;
default:
FIXME("Unhandled operation %#x.\n", op);
break;
}
}
/* Context activation is done by the caller. */
static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
{
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
const char *final_combiner_src = "ret";
UINT lowest_disabled_stage;
GLuint shader_id;
DWORD arg0, arg1, arg2;
unsigned int stage;
struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
string_buffer_clear(buffer);
/* Find out which textures are read */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
break;
arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
|| (stage == 0 && settings->color_key_enabled))
tex_map |= 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].dst == tempreg)
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_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, NULL));
if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
shader_addline(buffer, "vec4 tmp0, tmp1;\n");
shader_addline(buffer, "vec4 ret;\n");
if (tempreg_used || settings->sRGB_write)
shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
if (tss_const_map & (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:
shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
break;
case WINED3D_GL_RES_TYPE_TEX_2D:
shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
break;
case WINED3D_GL_RES_TYPE_TEX_3D:
shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
break;
case WINED3D_GL_RES_TYPE_TEX_RECT:
shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
break;
default:
FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
break;
}
shader_addline(buffer, "vec4 tex%u;\n", stage);
if (!(bump_map & (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 (legacy_context)
{
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
shader_addline(buffer, "float ffp_varying_fogcoord;\n");
}
else
{
shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
}
shader_addline(buffer, "void main()\n{\n");
for (stage = 0; stage < 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] = gl_TexCoord[%u];\n", stage, stage);
else
shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
}
}
if (legacy_context && 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 < 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 == proj_none)
{
proj = FALSE;
}
else if (settings->op[stage].projected == proj_count4
|| settings->op[stage].projected == proj_count3)
{
proj = TRUE;
}
else
{
FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
proj = TRUE;
}
switch (settings->op[stage].tex_type)
{
case WINED3D_GL_RES_TYPE_TEX_1D:
if (proj)
{
texture_function = "texture1DProj";
coord_mask = "xw";
}
else
{
texture_function = "texture1D";
coord_mask = "x";
}
break;
case WINED3D_GL_RES_TYPE_TEX_2D:
if (proj)
{
texture_function = "texture2DProj";
coord_mask = "xyw";
}
else
{
texture_function = "texture2D";
coord_mask = "xy";
}
break;
case WINED3D_GL_RES_TYPE_TEX_3D:
if (proj)
{
texture_function = "texture3DProj";
coord_mask = "xyzw";
}
else
{
texture_function = "texture3D";
coord_mask = "xyz";
}
break;
case WINED3D_GL_RES_TYPE_TEX_CUBE:
texture_function = "textureCube";
coord_mask = "xyz";
break;
case WINED3D_GL_RES_TYPE_TEX_RECT:
if (proj)
{
texture_function = "texture2DRectProj";
coord_mask = "xyw";
}
else
{
texture_function = "texture2DRect";
coord_mask = "xy";
}
break;
default:
FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
texture_function = "";
coord_mask = "xyzw";
break;
}
if (stage > 0
&& (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
|| settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
{
shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
/* With projective textures, texbem only divides the static
* texture coord, not the displacement, so multiply the
* displacement with the dividing parameter before passing it to
* TXP. */
if (settings->op[stage].projected != proj_none)
{
if (settings->op[stage].projected == proj_count4)
{
shader_addline(buffer, "ret.xy = (ret.xy * 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(ps_sampler%u, ret.%s);\n",
stage, texture_function, stage, coord_mask);
if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
stage, stage - 1, stage - 1, stage - 1);
}
else if (settings->op[stage].projected == proj_count3)
{
shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
stage, texture_function, stage, stage);
}
else
{
shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
stage, texture_function, stage, stage, coord_mask);
}
string_buffer_sprintf(tex_reg_name, "tex%u", stage);
shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
settings->op[stage].color_fixup);
}
if (settings->color_key_enabled)
{
shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
shader_addline(buffer, " discard;\n");
}
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
BOOL op_equal;
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
{
if (!stage)
final_combiner_src = "gl_Color";
break;
}
if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
else
op_equal = settings->op[stage].aop == settings->op[stage].cop
&& settings->op[stage].carg0 == settings->op[stage].aarg0
&& settings->op[stage].carg1 == settings->op[stage].aarg1
&& settings->op[stage].carg2 == settings->op[stage].aarg2;
if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
{
shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
if (!stage)
shader_addline(buffer, "ret.w = gl_Color.w;\n");
}
else if (op_equal)
{
shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
}
else
{
shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
settings->op[stage].aop, settings->op[stage].aarg0,
settings->op[stage].aarg1, settings->op[stage].aarg2);
}
}
shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
if (settings->sRGB_write)
shader_glsl_generate_srgb_write_correction(buffer);
shader_glsl_generate_fog_code(buffer, settings->fog);
shader_addline(buffer, "}\n");
shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
shader_glsl_compile(gl_info, shader_id, buffer->buffer);
string_buffer_release(&priv->string_buffers, tex_reg_name);
return shader_id;
}
static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
{
struct glsl_ffp_vertex_shader *shader;
const struct wine_rb_entry *entry;
if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader))))
return NULL;
shader->desc.settings = *settings;
shader->id = shader_glsl_generate_ffp_vertex_shader(&priv->shader_buffer, settings, gl_info, priv->legacy_lighting);
list_init(&shader->linked_programs);
if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
ERR("Failed to insert ffp vertex shader.\n");
return shader;
}
static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
{
struct glsl_ffp_fragment_shader *glsl_desc;
const struct ffp_frag_desc *desc;
if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
return NULL;
glsl_desc->entry.settings = *args;
glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info);
list_init(&glsl_desc->linked_programs);
add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
return glsl_desc;
}
static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
{
unsigned int i;
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLuint) * gl_info->limits.glsl_vs_float_constants);
for (i = 0; i < vs_c_count; ++i)
{
string_buffer_sprintf(name, "vs_c[%u]", i);
vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
memset(&vs->uniform_f_locations[vs_c_count], 0xff,
(gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLuint));
for (i = 0; i < MAX_CONST_I; ++i)
{
string_buffer_sprintf(name, "vs_i[%u]", i);
vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
for (i = 0; i < MAX_CONST_B; ++i)
{
string_buffer_sprintf(name, "vs_b[%u]", i);
vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
{
string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
for (i = 0; i < MAX_TEXTURES; ++i)
{
string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
{
string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].specular", i);
vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].position", i);
vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].direction", i);
vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].range", i);
vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
string_buffer_release(&priv->string_buffers, name);
}
static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
{
unsigned int i;
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLuint) * gl_info->limits.glsl_ps_float_constants);
for (i = 0; i < ps_c_count; ++i)
{
string_buffer_sprintf(name, "ps_c[%u]", i);
ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
memset(&ps->uniform_f_locations[ps_c_count], 0xff,
(gl_info->limits.glsl_ps_float_constants - ps_c_count) * sizeof(GLuint));
for (i = 0; i < MAX_CONST_I; ++i)
{
string_buffer_sprintf(name, "ps_i[%u]", i);
ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
for (i = 0; i < MAX_CONST_B; ++i)
{
string_buffer_sprintf(name, "ps_b[%u]", i);
ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
string_buffer_sprintf(name, "bumpenv_mat%u", i);
ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
string_buffer_sprintf(name, "tss_const%u", i);
ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
}
ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
string_buffer_release(&priv->string_buffers, name);
}
static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
struct shader_glsl_priv *priv, GLuint program_id,
const struct wined3d_shader_reg_maps *reg_maps, unsigned int base, unsigned int count)
{
const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
GLuint block_idx;
unsigned int i;
struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
for (i = 0; i < count; ++i)
{
if (!reg_maps->cb_sizes[i])
continue;
string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
}
checkGLcall("glUniformBlockBinding");
string_buffer_release(&priv->string_buffers, name);
}
/* Context activation is done by the caller. */
static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct ps_np2fixup_info *np2fixup_info = NULL;
struct glsl_shader_prog_link *entry = NULL;
struct wined3d_shader *vshader = NULL;
struct wined3d_shader *gshader = NULL;
struct wined3d_shader *pshader = NULL;
GLuint program_id = 0;
GLuint reorder_shader_id = 0;
unsigned int i;
GLuint vs_id = 0;
GLuint gs_id = 0;
GLuint ps_id = 0;
struct list *ps_list, *vs_list;
WORD attribs_map;
struct wined3d_string_buffer *tmp_name;
if (!(context->shader_update_mask & (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];
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
&& ctx_data->glsl_program->gs.id)
gs_id = ctx_data->glsl_program->gs.id;
else if (gshader)
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader);
}
}
else if (use_vs(state))
{
struct vs_compile_args vs_compile_args;
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args);
vs_id = find_glsl_vshader(context, &priv->shader_buffer, &priv->string_buffers, vshader, &vs_compile_args);
vs_list = &vshader->linked_programs;
if ((gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, &priv->string_buffers, gshader);
}
else if (priv->vertex_pipe == &glsl_vertex_pipe)
{
struct glsl_ffp_vertex_shader *ffp_shader;
struct wined3d_ffp_vs_settings settings;
wined3d_ffp_get_vs_settings(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;
}
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)
{
struct glsl_ffp_fragment_shader *ffp_shader;
struct ffp_frag_settings settings;
gen_ffp_frag_op(context, state, &settings, FALSE);
ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
ps_id = ffp_shader->id;
ps_list = &ffp_shader->linked_programs;
}
if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
{
ctx_data->glsl_program = entry;
return;
}
/* If we get to this point, then no matching program exists, so we create one */
program_id = GL_EXTCALL(glCreateProgram());
TRACE("Created new GLSL shader program %u.\n", program_id);
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->id = program_id;
entry->vs.id = vs_id;
entry->gs.id = gs_id;
entry->ps.id = ps_id;
entry->constant_version = 0;
entry->ps.np2_fixup_info = np2fixup_info;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
/* Set the current program */
ctx_data->glsl_program = entry;
/* Attach GLSL vshader */
if (vs_id)
{
TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
GL_EXTCALL(glAttachShader(program_id, vs_id));
checkGLcall("glAttachShader");
list_add_head(vs_list, &entry->vs.shader_entry);
}
if (vshader)
{
attribs_map = vshader->reg_maps.input_registers;
reorder_shader_id = generate_param_reorder_function(priv, vshader, pshader,
state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size, gl_info);
TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
checkGLcall("glAttachShader");
/* Flag the reorder function for deletion, then it will be freed automatically when the program
* is destroyed
*/
GL_EXTCALL(glDeleteShader(reorder_shader_id));
}
else
{
attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
}
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
tmp_name = string_buffer_get(&priv->string_buffers);
for (i = 0; attribs_map; attribs_map >>= 1, ++i)
{
if (!(attribs_map & 1))
continue;
string_buffer_sprintf(tmp_name, "vs_in%u", i);
GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
}
checkGLcall("glBindAttribLocation");
string_buffer_release(&priv->string_buffers, tmp_name);
if (gshader)
{
TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
GL_EXTCALL(glAttachShader(program_id, gs_id));
checkGLcall("glAttachShader");
TRACE("input type %s, output type %s, vertices out %u.\n",
debug_d3dprimitivetype(gshader->u.gs.input_type),
debug_d3dprimitivetype(gshader->u.gs.output_type),
gshader->u.gs.vertices_out);
GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
gshader->u.gs.vertices_out));
checkGLcall("glProgramParameteriARB");
list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
}
/* Attach GLSL pshader */
if (ps_id)
{
TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
GL_EXTCALL(glAttachShader(program_id, ps_id));
checkGLcall("glAttachShader");
list_add_head(ps_list, &entry->ps.shader_entry);
}
/* Link the program */
TRACE("Linking GLSL shader program %u.\n", program_id);
GL_EXTCALL(glLinkProgram(program_id));
shader_glsl_validate_link(gl_info, program_id);
shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
checkGLcall("Find glsl program uniform locations");
if (pshader && pshader->reg_maps.shader_version.major >= 3
&& pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
{
TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
entry->vs.vertex_color_clamp = GL_FALSE;
}
else
{
entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
}
/* Set the shader to allow uniform loading on it */
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
/* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
* that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
* a pshader with fixed function pipeline is used there are no vertex samplers, and if a
* vertex shader with fixed function pixel processing is used we make sure that the card
* supports enough samplers to allow the max number of vertex samplers with all possible
* fixed function fragment processing setups. So once the program is linked these samplers
* won't change. */
shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
entry->constant_update_mask = 0;
if (vshader)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
if (vshader->reg_maps.integer_constants)
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
if (vshader->reg_maps.boolean_constants)
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps,
0, gl_info->limits.vertex_uniform_blocks);
}
else
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_PROJ;
for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
{
if (entry->vs.modelview_matrix_location[i] != -1)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
break;
}
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (entry->vs.texture_matrix_location[i] != -1)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
break;
}
}
if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
|| entry->vs.material_specular_location != -1
|| entry->vs.material_emissive_location != -1
|| entry->vs.material_shininess_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
if (entry->vs.light_ambient_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
}
if (entry->vs.pointsize_min_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
if (gshader)
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps,
gl_info->limits.vertex_uniform_blocks, gl_info->limits.geometry_uniform_blocks);
if (ps_id)
{
if (pshader)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
if (pshader->reg_maps.integer_constants)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
if (pshader->reg_maps.boolean_constants)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
if (entry->ps.ycorrection_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps,
gl_info->limits.vertex_uniform_blocks + gl_info->limits.geometry_uniform_blocks,
gl_info->limits.fragment_uniform_blocks);
}
else
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
}
for (i = 0; i < MAX_TEXTURES; ++i)
{
if (entry->ps.bumpenv_mat_location[i] != -1)
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
break;
}
}
if (entry->ps.fog_color_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
if (entry->ps.np2_fixup_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
if (entry->ps.color_key_location != -1)
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
}
}
/* Context activation is done by the caller. */
static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type,
BOOL masked)
{
GLuint program_id;
GLuint vshader_id, pshader_id;
const char *blt_pshader;
static const char blt_vshader[] =
"#version 120\n"
"void main(void)\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_FrontColor = vec4(1.0);\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] =
{
/* WINED3D_GL_RES_TYPE_TEX_1D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_2D */
"#version 120\n"
"uniform sampler2D sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_TEX_3D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_CUBE */
"#version 120\n"
"uniform samplerCube sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_TEX_RECT */
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect sampler;\n"
"void main(void)\n"
"{\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
{
/* WINED3D_GL_RES_TYPE_TEX_1D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_2D */
"#version 120\n"
"uniform sampler2D sampler;\n"
"uniform vec4 mask;\n"
"void main(void)\n"
"{\n"
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_TEX_3D */
NULL,
/* WINED3D_GL_RES_TYPE_TEX_CUBE */
"#version 120\n"
"uniform samplerCube sampler;\n"
"uniform vec4 mask;\n"
"void main(void)\n"
"{\n"
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_TEX_RECT */
"#version 120\n"
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect sampler;\n"
"uniform vec4 mask;\n"
"void main(void)\n"
"{\n"
" if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
" gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
"}\n",
/* WINED3D_GL_RES_TYPE_BUFFER */
NULL,
/* WINED3D_GL_RES_TYPE_RB */
NULL,
};
blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
if (!blt_pshader)
{
FIXME("tex_type %#x not supported\n", tex_type);
return 0;
}
vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
shader_glsl_compile(gl_info, vshader_id, blt_vshader);
pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
shader_glsl_compile(gl_info, pshader_id, blt_pshader);
program_id = GL_EXTCALL(glCreateProgram());
GL_EXTCALL(glAttachShader(program_id, vshader_id));
GL_EXTCALL(glAttachShader(program_id, pshader_id));
GL_EXTCALL(glLinkProgram(program_id));
shader_glsl_validate_link(gl_info, program_id);
/* Once linked we can mark the shaders for deletion. They will be deleted once the program
* is destroyed
*/
GL_EXTCALL(glDeleteShader(vshader_id));
GL_EXTCALL(glDeleteShader(pshader_id));
return program_id;
}
/* Context activation is done by the caller. */
static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state)
{
struct glsl_context_data *ctx_data = context->shader_backend_data;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = shader_priv;
GLuint program_id = 0, prev_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
if (ctx_data->glsl_program)
{
prev_id = ctx_data->glsl_program->id;
old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
}
else
{
prev_id = 0;
old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
}
set_glsl_shader_program(context, state, priv, ctx_data);
if (ctx_data->glsl_program)
{
program_id = ctx_data->glsl_program->id;
current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
}
else
{
program_id = 0;
current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
}
if (old_vertex_color_clamp != current_vertex_color_clamp)
{
if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
{
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
checkGLcall("glClampColorARB");
}
else
{
FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
}
}
TRACE("Using GLSL program %u.\n", program_id);
if (prev_id != program_id)
{
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
if (program_id)
context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
}
}
/* "context" is not necessarily the currently active context. */
static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
{
struct glsl_context_data *ctx_data = context->shader_backend_data;
ctx_data->glsl_program = NULL;
context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
| (1u << WINED3D_SHADER_TYPE_VERTEX)
| (1u << WINED3D_SHADER_TYPE_GEOMETRY);
}
/* Context activation is done by the caller. */
static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = shader_priv;
shader_glsl_invalidate_current_program(context);
GL_EXTCALL(glUseProgram(0));
checkGLcall("glUseProgram");
priv->vertex_pipe->vp_enable(gl_info, FALSE);
priv->fragment_pipe->enable_extension(gl_info, FALSE);
if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
{
GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
checkGLcall("glClampColorARB");
}
}
/* Context activation is done by the caller. */
static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
{
BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
struct shader_glsl_priv *priv = shader_priv;
GLuint *blt_program;
GLint loc;
blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
if (!*blt_program)
{
*blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler"));
GL_EXTCALL(glUseProgram(*blt_program));
GL_EXTCALL(glUniform1i(loc, 0));
}
else
{
GL_EXTCALL(glUseProgram(*blt_program));
}
if (masked)
{
loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask"));
GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
}
}
/* Context activation is done by the caller. */
static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
{
const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
GLuint program_id;
program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
if (program_id) TRACE("Using GLSL program %u\n", program_id);
GL_EXTCALL(glUseProgram(program_id));
checkGLcall("glUseProgram");
}
static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
const struct glsl_shader_prog_link *program)
{
const struct glsl_context_data *ctx_data;
struct wined3d_context *context;
unsigned int i;
for (i = 0; i < device->context_count; ++i)
{
context = device->contexts[i];
ctx_data = context->shader_backend_data;
if (ctx_data->glsl_program == program)
shader_glsl_invalidate_current_program(context);
}
}
static void shader_glsl_destroy(struct wined3d_shader *shader)
{
struct glsl_shader_private *shader_data = shader->backend_data;
struct wined3d_device *device = shader->device;
struct shader_glsl_priv *priv = device->shader_priv;
const struct wined3d_gl_info *gl_info;
const struct list *linked_programs;
struct wined3d_context *context;
if (!shader_data || !shader_data->num_gl_shaders)
{
HeapFree(GetProcessHeap(), 0, shader_data);
shader->backend_data = NULL;
return;
}
context = context_acquire(device, NULL);
gl_info = context->gl_info;
TRACE("Deleting linked programs.\n");
linked_programs = &shader->linked_programs;
if (linked_programs->next)
{
struct glsl_shader_prog_link *entry, *entry2;
UINT i;
switch (shader->reg_maps.shader_version.type)
{
case WINED3D_SHADER_TYPE_PIXEL:
{
struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
checkGLcall("glDeleteShader");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, ps.shader_entry)
{
shader_glsl_invalidate_contexts_program(device, entry);
delete_glsl_program_entry(priv, gl_info, entry);
}
break;
}
case WINED3D_SHADER_TYPE_VERTEX:
{
struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
checkGLcall("glDeleteShader");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, vs.shader_entry)
{
shader_glsl_invalidate_contexts_program(device, entry);
delete_glsl_program_entry(priv, gl_info, entry);
}
break;
}
case WINED3D_SHADER_TYPE_GEOMETRY:
{
struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
checkGLcall("glDeleteShader");
}
HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
struct glsl_shader_prog_link, gs.shader_entry)
{
shader_glsl_invalidate_contexts_program(device, entry);
delete_glsl_program_entry(priv, gl_info, entry);
}
break;
}
default:
ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
break;
}
}
HeapFree(GetProcessHeap(), 0, shader->backend_data);
shader->backend_data = NULL;
context_release(context);
}
static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct glsl_program_key *k = key;
const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
const struct glsl_shader_prog_link, program_lookup_entry);
if (k->vs_id > prog->vs.id) return 1;
else if (k->vs_id < prog->vs.id) return -1;
if (k->gs_id > prog->gs.id) return 1;
else if (k->gs_id < prog->gs.id) return -1;
if (k->ps_id > prog->ps.id) return 1;
else if (k->ps_id < prog->ps.id) return -1;
return 0;
}
static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
{
SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
+ constant_count * sizeof(*heap->contained)
+ constant_count * sizeof(*heap->positions);
void *mem = HeapAlloc(GetProcessHeap(), 0, size);
if (!mem)
{
ERR("Failed to allocate memory\n");
return FALSE;
}
heap->entries = mem;
heap->entries[1].version = 0;
heap->contained = (BOOL *)(heap->entries + constant_count + 1);
memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
heap->positions = (unsigned int *)(heap->contained + constant_count);
heap->size = 1;
return TRUE;
}
static void constant_heap_free(struct constant_heap *heap)
{
HeapFree(GetProcessHeap(), 0, heap->entries);
}
static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
glsl_program_key_compare,
};
static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
const struct fragment_pipeline *fragment_pipe)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
gl_info->limits.glsl_ps_float_constants)) + 1;
struct fragment_caps fragment_caps;
void *vertex_priv, *fragment_priv;
string_buffer_list_init(&priv->string_buffers);
if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
{
ERR("Failed to initialize vertex pipe.\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_FAIL;
}
if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
{
ERR("Failed to initialize fragment pipe.\n");
vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, priv);
return E_FAIL;
}
if (!string_buffer_init(&priv->shader_buffer))
{
ERR("Failed to initialize shader buffer.\n");
goto fail;
}
priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
if (!priv->stack)
{
ERR("Failed to allocate memory.\n");
goto fail;
}
if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
{
ERR("Failed to initialize vertex shader constant heap\n");
goto fail;
}
if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
{
ERR("Failed to initialize pixel shader constant heap\n");
goto fail;
}
if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
goto fail;
}
priv->next_constant_version = 1;
priv->vertex_pipe = vertex_pipe;
priv->fragment_pipe = fragment_pipe;
fragment_pipe->get_caps(gl_info, &fragment_caps);
priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
device->vertex_priv = vertex_priv;
device->fragment_priv = fragment_priv;
device->shader_priv = priv;
return WINED3D_OK;
fail:
constant_heap_free(&priv->pconst_heap);
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
string_buffer_free(&priv->shader_buffer);
fragment_pipe->free_private(device);
vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
/* Context activation is done by the caller. */
static void shader_glsl_free(struct wined3d_device *device)
{
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct shader_glsl_priv *priv = device->shader_priv;
int i;
for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
{
if (priv->depth_blt_program_full[i])
{
GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i]));
}
if (priv->depth_blt_program_masked[i])
{
GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i]));
}
}
wine_rb_destroy(&priv->program_lookup, NULL, NULL);
constant_heap_free(&priv->pconst_heap);
constant_heap_free(&priv->vconst_heap);
HeapFree(GetProcessHeap(), 0, priv->stack);
string_buffer_list_cleanup(&priv->string_buffers);
string_buffer_free(&priv->shader_buffer);
priv->fragment_pipe->free_private(device);
priv->vertex_pipe->vp_free(device);
HeapFree(GetProcessHeap(), 0, device->shader_priv);
device->shader_priv = NULL;
}
static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
{
return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
}
static void shader_glsl_free_context_data(struct wined3d_context *context)
{
HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
}
static void shader_glsl_init_context_state(struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
checkGLcall("GL_PROGRAM_POINT_SIZE");
}
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
UINT shader_model;
if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
&& gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
&& gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED]
&& gl_info->supported[ARB_TEXTURE_RG] && gl_info->supported[ARB_SAMPLER_OBJECTS])
shader_model = 4;
/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
* texldd and texldl instructions. */
else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
shader_model = 3;
else
shader_model = 2;
TRACE("Shader model %u.\n", shader_model);
caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
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)
{
if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
{
TRACE("Checking support for fixup:\n");
dump_color_fixup_desc(fixup);
}
/* We support everything except YUV conversions. */
if (!is_complex_fixup(fixup))
{
TRACE("[OK]\n");
return TRUE;
}
TRACE("[FAILED]\n");
return FALSE;
}
static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
{
/* WINED3DSIH_ABS */ shader_glsl_map2gl,
/* WINED3DSIH_ADD */ shader_glsl_binop,
/* WINED3DSIH_AND */ shader_glsl_binop,
/* WINED3DSIH_BEM */ shader_glsl_bem,
/* WINED3DSIH_BREAK */ shader_glsl_break,
/* WINED3DSIH_BREAKC */ shader_glsl_breakc,
/* WINED3DSIH_BREAKP */ shader_glsl_breakp,
/* WINED3DSIH_CALL */ shader_glsl_call,
/* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
/* WINED3DSIH_CMP */ shader_glsl_conditional_move,
/* WINED3DSIH_CND */ shader_glsl_cnd,
/* WINED3DSIH_CRS */ shader_glsl_cross,
/* WINED3DSIH_CUT */ shader_glsl_cut,
/* WINED3DSIH_DCL */ shader_glsl_nop,
/* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
/* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
/* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
/* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
/* WINED3DSIH_DEF */ shader_glsl_nop,
/* WINED3DSIH_DEFB */ shader_glsl_nop,
/* WINED3DSIH_DEFI */ shader_glsl_nop,
/* WINED3DSIH_DIV */ shader_glsl_binop,
/* WINED3DSIH_DP2 */ shader_glsl_dot,
/* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
/* WINED3DSIH_DP3 */ shader_glsl_dot,
/* WINED3DSIH_DP4 */ shader_glsl_dot,
/* WINED3DSIH_DST */ shader_glsl_dst,
/* WINED3DSIH_DSX */ shader_glsl_map2gl,
/* WINED3DSIH_DSY */ shader_glsl_map2gl,
/* WINED3DSIH_ELSE */ shader_glsl_else,
/* WINED3DSIH_EMIT */ shader_glsl_emit,
/* WINED3DSIH_ENDIF */ shader_glsl_end,
/* WINED3DSIH_ENDLOOP */ shader_glsl_end,
/* WINED3DSIH_ENDREP */ shader_glsl_end,
/* WINED3DSIH_EQ */ shader_glsl_relop,
/* WINED3DSIH_EXP */ shader_glsl_scalar_op,
/* WINED3DSIH_EXPP */ shader_glsl_expp,
/* WINED3DSIH_FRC */ shader_glsl_map2gl,
/* WINED3DSIH_FTOI */ shader_glsl_to_int,
/* WINED3DSIH_GE */ shader_glsl_relop,
/* WINED3DSIH_IADD */ shader_glsl_binop,
/* WINED3DSIH_IEQ */ NULL,
/* WINED3DSIH_IF */ shader_glsl_if,
/* WINED3DSIH_IFC */ shader_glsl_ifc,
/* WINED3DSIH_IGE */ shader_glsl_relop,
/* WINED3DSIH_IMUL */ shader_glsl_imul,
/* WINED3DSIH_ISHL */ shader_glsl_binop,
/* WINED3DSIH_ITOF */ shader_glsl_to_float,
/* WINED3DSIH_LABEL */ shader_glsl_label,
/* WINED3DSIH_LD */ NULL,
/* WINED3DSIH_LIT */ shader_glsl_lit,
/* WINED3DSIH_LOG */ shader_glsl_scalar_op,
/* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
/* WINED3DSIH_LOOP */ shader_glsl_loop,
/* WINED3DSIH_LRP */ shader_glsl_lrp,
/* WINED3DSIH_LT */ shader_glsl_relop,
/* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
/* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
/* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
/* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
/* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
/* WINED3DSIH_MAD */ shader_glsl_mad,
/* WINED3DSIH_MAX */ shader_glsl_map2gl,
/* WINED3DSIH_MIN */ shader_glsl_map2gl,
/* WINED3DSIH_MOV */ shader_glsl_mov,
/* WINED3DSIH_MOVA */ shader_glsl_mov,
/* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
/* WINED3DSIH_MUL */ shader_glsl_binop,
/* WINED3DSIH_NE */ shader_glsl_relop,
/* WINED3DSIH_NOP */ shader_glsl_nop,
/* WINED3DSIH_NRM */ shader_glsl_nrm,
/* WINED3DSIH_OR */ shader_glsl_binop,
/* WINED3DSIH_PHASE */ shader_glsl_nop,
/* WINED3DSIH_POW */ shader_glsl_pow,
/* WINED3DSIH_RCP */ shader_glsl_scalar_op,
/* WINED3DSIH_REP */ shader_glsl_rep,
/* WINED3DSIH_RET */ shader_glsl_ret,
/* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,
/* WINED3DSIH_SAMPLE_LOD */ NULL,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
/* WINED3DSIH_SGN */ shader_glsl_sgn,
/* WINED3DSIH_SINCOS */ shader_glsl_sincos,
/* WINED3DSIH_SLT */ shader_glsl_compare,
/* WINED3DSIH_SQRT */ shader_glsl_map2gl,
/* WINED3DSIH_SUB */ shader_glsl_binop,
/* WINED3DSIH_TEX */ shader_glsl_tex,
/* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
/* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
/* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
/* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
/* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
/* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
/* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
/* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
/* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
/* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
/* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
/* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
/* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
/* WINED3DSIH_TEXM3x3DIFF */ NULL,
/* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
/* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
/* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
/* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
/* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
/* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
/* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
/* WINED3DSIH_UDIV */ shader_glsl_udiv,
/* WINED3DSIH_UGE */ shader_glsl_relop,
/* WINED3DSIH_USHR */ shader_glsl_binop,
/* WINED3DSIH_UTOF */ shader_glsl_to_float,
/* WINED3DSIH_XOR */ shader_glsl_binop,
};
static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
SHADER_HANDLER hw_fct;
/* Select handler */
hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
/* Unhandled opcode */
if (!hw_fct)
{
FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
return;
}
hw_fct(ins);
shader_glsl_add_instruction_modifiers(ins);
}
static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
{
struct shader_glsl_priv *priv = shader_priv;
return priv->ffp_proj_control;
}
const struct wined3d_shader_backend_ops glsl_shader_backend =
{
shader_glsl_handle_instruction,
shader_glsl_select,
shader_glsl_disable,
shader_glsl_select_depth_blt,
shader_glsl_deselect_depth_blt,
shader_glsl_update_float_vertex_constants,
shader_glsl_update_float_pixel_constants,
shader_glsl_load_constants,
shader_glsl_destroy,
shader_glsl_alloc,
shader_glsl_free,
shader_glsl_allocate_context_data,
shader_glsl_free_context_data,
shader_glsl_init_context_state,
shader_glsl_get_caps,
shader_glsl_color_fixup_supported,
shader_glsl_has_ffp_proj_control,
};
static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
{
caps->xyzrhw = TRUE;
caps->ffp_generic_attributes = TRUE;
caps->max_active_lights = MAX_ACTIVE_LIGHTS;
caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
caps->max_vertex_blend_matrix_index = 0;
caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
| WINED3DVTXPCAPS_MATERIALSOURCE7
| WINED3DVTXPCAPS_VERTEXFOG
| WINED3DVTXPCAPS_DIRECTIONALLIGHTS
| WINED3DVTXPCAPS_POSITIONALLIGHTS
| WINED3DVTXPCAPS_LOCALVIEWER
| WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
caps->max_user_clip_planes = gl_info->limits.clipplanes;
caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
}
static 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;
if (wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
return NULL;
}
return priv;
}
FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
return NULL;
}
static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
{
struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
struct glsl_ffp_vertex_shader, desc.entry);
struct glsl_shader_prog_link *program, *program2;
struct glsl_ffp_destroy_ctx *ctx = context;
LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
struct glsl_shader_prog_link, vs.shader_entry)
{
delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
}
ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
HeapFree(GetProcessHeap(), 0, shader);
}
/* Context activation is done by the caller. */
static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
{
struct shader_glsl_priv *priv = device->vertex_priv;
struct glsl_ffp_destroy_ctx ctx;
ctx.priv = priv;
ctx.gl_info = &device->adapter->gl_info;
wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
}
static void glsl_vertex_pipe_shader(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->shader_update_mask |= 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 transformed = context->stream_info.position_transformed;
BOOL wasrhw = context->last_was_rhw;
unsigned int i;
context->last_was_rhw = transformed;
/* If the vertex declaration contains a transformed position attribute,
* the draw uses the fixed function vertex pipeline regardless of any
* vertex shader set by the application. */
if (transformed != wasrhw)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
if (!use_vs(state))
{
if (context->last_was_vshader)
{
for (i = 0; i < gl_info->limits.clipplanes; ++i)
clipplane(context, state, STATE_CLIPPLANE(i));
}
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
/* Because of settings->texcoords, we have to regenerate the vertex
* shader on a vdecl change if there aren't enough varyings to just
* always output all the texture coordinates. */
if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info))
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 clipplanes. */
for (i = 0; i < gl_info->limits.clipplanes; ++i)
clipplane(context, state, STATE_CLIPPLANE(i));
}
}
context->last_was_vshader = use_vs(state);
}
static void glsl_vertex_pipe_vs(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->shader_update_mask |= 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_world(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
}
static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
}
static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int k;
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_LIGHTS
| WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
for (k = 0; k < gl_info->limits.clipplanes; ++k)
{
if (!isStateDirty(context, STATE_CLIPPLANE(k)))
clipplane(context, state, STATE_CLIPPLANE(k));
}
}
static void glsl_vertex_pipe_projection(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
/* Table fog behavior depends on the projection matrix. */
if (state->render_states[WINED3D_RS_FOGENABLE]
&& state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
context->shader_update_mask |= 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_VS_POS_FIXUP;
}
static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
}
static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
DWORD sampler = state_id - STATE_SAMPLER(0);
const struct wined3d_texture *texture = state->textures[sampler];
BOOL np2;
if (!texture)
return;
if (sampler >= MAX_TEXTURES)
return;
if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
|| context->lastWasPow2Texture & (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 const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{
{STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
{STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE },
/* Clip planes */
{STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
{STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
/* Lights */
{STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
/* Viewport */
{STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
/* Transform states */
{STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
/* Fog */
{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
/* NP2 texture matrix fixups. They are not needed if
* GL_ARB_texture_non_power_of_two is supported. Otherwise, register
* glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
* matrix. */
{STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
{STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
{STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
{STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
};
/* TODO:
* - 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 = 8;
caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
}
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;
if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
return NULL;
}
return priv;
}
FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
return NULL;
}
static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
{
struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
struct glsl_ffp_fragment_shader, entry.entry);
struct glsl_shader_prog_link *program, *program2;
struct glsl_ffp_destroy_ctx *ctx = context;
LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
struct glsl_shader_prog_link, ps.shader_entry)
{
delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
}
ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
HeapFree(GetProcessHeap(), 0, shader);
}
/* Context activation is done by the caller. */
static void glsl_fragment_pipe_free(struct wined3d_device *device)
{
struct shader_glsl_priv *priv = device->fragment_priv;
struct glsl_ffp_destroy_ctx ctx;
ctx.priv = priv;
ctx.gl_info = &device->adapter->gl_info;
wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
}
static void glsl_fragment_pipe_shader(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->last_was_pshader = use_ps(state);
context->shader_update_mask |= 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(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
int glParm;
float ref;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
return;
}
ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
if (glParm)
{
gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
}
static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
}
static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
{
{STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
{STATE_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_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE },
{STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
{STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
};
static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
{
return TRUE;
}
static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
{
}
const struct fragment_pipeline glsl_fragment_pipe =
{
glsl_fragment_pipe_enable,
glsl_fragment_pipe_get_caps,
glsl_fragment_pipe_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,
};