| /* |
| * 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 0x01 |
| #define WINED3D_GLSL_SAMPLE_NPOT 0x02 |
| #define WINED3D_GLSL_SAMPLE_LOD 0x04 |
| #define WINED3D_GLSL_SAMPLE_GRAD 0x08 |
| #define WINED3D_GLSL_SAMPLE_LOAD 0x10 |
| #define WINED3D_GLSL_SAMPLE_OFFSET 0x20 |
| |
| 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; |
| BOOL output_single_component; |
| unsigned int offset_size; |
| }; |
| |
| 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 void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer, |
| const int *values, unsigned int size) |
| { |
| int i; |
| |
| if (!size || size > 4) |
| { |
| ERR("Invalid vector size %u.\n", size); |
| return; |
| } |
| |
| if (size > 1) |
| shader_addline(buffer, "ivec%u(", size); |
| |
| for (i = 0; i < size; ++i) |
| shader_addline(buffer, i ? ", %#x" : "%#x", values[i]); |
| |
| if (size > 1) |
| shader_addline(buffer, ")"); |
| } |
| |
| 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; |
| struct wined3d_color color; |
| |
| wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]); |
| GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r)); |
| checkGLcall("glUniform3fv"); |
| } |
| |
| static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1, |
| const struct wined3d_matrix *src2) |
| { |
| struct wined3d_vec4 temp; |
| |
| temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41); |
| temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42); |
| temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43); |
| temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44); |
| |
| *dest = temp; |
| } |
| |
| static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context, |
| const struct wined3d_state *state, unsigned int light, 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; |
| struct wined3d_color color; |
| float start, end, scale; |
| union |
| { |
| DWORD d; |
| float f; |
| } tmpvalue; |
| |
| wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]); |
| GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r)); |
| tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY]; |
| GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f)); |
| get_fog_start_end(context, state, &start, &end); |
| scale = 1.0f / (end - start); |
| GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end)); |
| GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale)); |
| checkGLcall("fog emulation uniforms"); |
| } |
| |
| /* 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; |
| |
| 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) |
| { |
| struct wined3d_color color; |
| |
| if (prog->ps.tex_factor_location != -1) |
| { |
| wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); |
| GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r)); |
| } |
| |
| if (state->render_states[WINED3D_RS_SPECULARENABLE]) |
| GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f)); |
| else |
| GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f)); |
| |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| if (prog->ps.tss_constant_location[i] == -1) |
| continue; |
| |
| wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]); |
| GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r)); |
| } |
| |
| checkGLcall("fixed function uniforms"); |
| } |
| |
| if (update_mask & WINED3D_SHADER_CONST_PS_FOG) |
| shader_glsl_load_fog_uniform(context, state, prog); |
| |
| if (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; |
| } |
| } |
| |
| static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx) |
| { |
| const struct wined3d_shader_signature *input_signature = &shader->input_signature; |
| const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; |
| const BOOL *input_reg_used = shader->u.ps.input_reg_used; |
| unsigned int i; |
| |
| if (reg_maps->shader_version.major < 3) |
| return input_reg_used[idx]; |
| |
| for (i = 0; i < input_signature->element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; |
| |
| if (!(reg_maps->input_registers & (1u << input->register_idx))) |
| continue; |
| |
| if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR) |
| && input->semantic_idx == idx) |
| { |
| if (input_reg_used[input->register_idx]) |
| return TRUE; |
| else |
| return FALSE; |
| } |
| } |
| return FALSE; |
| } |
| |
| /** Generate the variable & register declarations for the GLSL output target */ |
| static void shader_generate_glsl_declarations(const struct wined3d_context *context, |
| struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader, |
| const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv) |
| { |
| const struct wined3d_shader_version *version = ®_maps->shader_version; |
| const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args; |
| const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args; |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| 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 (vs_args->clip_enabled) |
| max_constantsF -= gl_info->limits.clipplanes; |
| max_constantsF -= wined3d_popcount(reg_maps->integer_constants); |
| /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly, |
| * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but |
| * for now take this into account when calculating the number of available constants |
| */ |
| max_constantsF -= wined3d_popcount(reg_maps->boolean_constants); |
| /* Set by driver quirks in directx.c */ |
| max_constantsF -= gl_info->reserved_glsl_constants; |
| |
| if (max_constantsF < shader->limits->constant_float) |
| { |
| static unsigned int once; |
| |
| if (!once++) |
| ERR_(winediag)("The hardware does not support enough uniform components to run this shader," |
| " it may not render correctly.\n"); |
| else |
| WARN("The hardware does not support enough uniform components to run this shader.\n"); |
| } |
| } |
| else |
| { |
| max_constantsF = gl_info->limits.glsl_vs_float_constants; |
| } |
| } |
| max_constantsF = min(shader->limits->constant_float, max_constantsF); |
| shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF); |
| } |
| |
| /* Always declare the full set of constants, the compiler can remove the |
| * unused ones because d3d doesn't (yet) support indirect int and bool |
| * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */ |
| if (shader->limits->constant_int > 0 && reg_maps->integer_constants) |
| shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int); |
| |
| if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants) |
| shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool); |
| |
| 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; |
| const char *sampler_type_prefix, *sampler_type; |
| BOOL shadow_sampler, tex_rect; |
| |
| entry = ®_maps->sampler_map.entries[i]; |
| |
| if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info)) |
| { |
| ERR("Invalid resource index %u.\n", entry->resource_idx); |
| continue; |
| } |
| |
| switch (reg_maps->resource_info[entry->resource_idx].data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| case WINED3D_DATA_UNORM: |
| case WINED3D_DATA_SNORM: |
| sampler_type_prefix = ""; |
| break; |
| |
| case WINED3D_DATA_INT: |
| sampler_type_prefix = "i"; |
| break; |
| |
| case WINED3D_DATA_UINT: |
| sampler_type_prefix = "u"; |
| break; |
| |
| default: |
| sampler_type_prefix = ""; |
| ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type); |
| break; |
| } |
| |
| shadow_sampler = 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 %s_sampler%u;\n", |
| sampler_type_prefix, 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] && version->major < 3) |
| { |
| declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_diffuse;\n"); |
| declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_specular;\n"); |
| declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| 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]) |
| { |
| if (glsl_is_color_reg_read(shader, 0)) |
| shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); |
| if (glsl_is_color_reg_read(shader, 1)) |
| shader_addline(buffer, "vec4 ffp_varying_specular;\n"); |
| shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES); |
| shader_addline(buffer, "float ffp_varying_fogcoord;\n"); |
| } |
| else |
| { |
| if (glsl_is_color_reg_read(shader, 0)) |
| declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_diffuse;\n"); |
| if (glsl_is_color_reg_read(shader, 1)) |
| declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_specular;\n"); |
| declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| 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 (ps_args->vp_mode == vertexshader) |
| 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) |
| { |
| ++extra_constants_needed; |
| shader_addline(buffer, "uniform vec4 ycorrection;\n"); |
| shader_addline(buffer, "vec4 vpos;\n"); |
| } |
| |
| if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants) |
| FIXME("Insufficient uniforms to run this shader.\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) |
| { |
| switch (src_modifier) |
| { |
| case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */ |
| case WINED3DSPSM_DW: |
| case WINED3DSPSM_NONE: |
| sprintf(out_str, "%s%s", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_NEG: |
| sprintf(out_str, "-%s%s", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_NOT: |
| sprintf(out_str, "!%s%s", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_BIAS: |
| sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); |
| break; |
| case WINED3DSPSM_BIASNEG: |
| sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); |
| break; |
| case WINED3DSPSM_SIGN: |
| sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_SIGNNEG: |
| sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_COMP: |
| sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_X2: |
| sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_X2NEG: |
| sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_ABS: |
| sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); |
| break; |
| case WINED3DSPSM_ABSNEG: |
| sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); |
| break; |
| default: |
| FIXME("Unhandled modifier %u\n", src_modifier); |
| sprintf(out_str, "%s%s", in_reg, in_regswizzle); |
| } |
| } |
| |
| /** Writes the GLSL variable name that corresponds to the register that the |
| * DX opcode parameter is trying to access */ |
| static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg, |
| char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins) |
| { |
| /* oPos, oFog and oPts in D3D */ |
| static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"}; |
| |
| const struct wined3d_shader *shader = ins->ctx->shader; |
| const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; |
| const struct wined3d_shader_version *version = ®_maps->shader_version; |
| const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; |
| const char *prefix = shader_glsl_get_prefix(version->type); |
| struct glsl_src_param rel_param0, rel_param1; |
| char imm_str[4][17]; |
| |
| if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr) |
| shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0); |
| if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr) |
| shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1); |
| *is_color = FALSE; |
| |
| switch (reg->type) |
| { |
| case WINED3DSPR_TEMP: |
| sprintf(register_name, "R%u", reg->idx[0].offset); |
| break; |
| |
| case WINED3DSPR_INPUT: |
| if (version->type == WINED3D_SHADER_TYPE_VERTEX) |
| { |
| struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; |
| |
| if (reg->idx[0].rel_addr) |
| FIXME("VS3+ input registers relative addressing.\n"); |
| 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 (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] |
| && 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 (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] |
| && 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, "ffp_varying_diffuse"); |
| else |
| strcpy(register_name, "ffp_varying_specular"); |
| break; |
| } |
| break; |
| |
| case WINED3DSPR_CONST: |
| { |
| /* Relative addressing */ |
| if (reg->idx[0].rel_addr) |
| { |
| if (wined3d_settings.check_float_constants) |
| sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))", |
| rel_param0.param_str, reg->idx[0].offset, |
| rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float, |
| prefix, rel_param0.param_str, reg->idx[0].offset); |
| else if (reg->idx[0].offset) |
| 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 */ |
| if (reg->idx[0].rel_addr) |
| FIXME("VS3 output registers relative addressing.\n"); |
| sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset); |
| break; |
| |
| case WINED3DSPR_MISCTYPE: |
| if (!reg->idx[0].offset) |
| { |
| /* vPos */ |
| sprintf(register_name, "vpos"); |
| } |
| else if (reg->idx[0].offset == 1) |
| { |
| /* Note that gl_FrontFacing is a bool, while vFace is |
| * a float for which the sign determines front/back */ |
| sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)"); |
| } |
| else |
| { |
| FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset); |
| sprintf(register_name, "unrecognized_register"); |
| } |
| break; |
| |
| case WINED3DSPR_IMMCONST: |
| switch (reg->immconst_type) |
| { |
| case WINED3D_IMMCONST_SCALAR: |
| switch (reg->data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| wined3d_ftoa(*(const float *)reg->immconst_data, register_name); |
| break; |
| case WINED3D_DATA_INT: |
| sprintf(register_name, "%#x", reg->immconst_data[0]); |
| break; |
| case WINED3D_DATA_RESOURCE: |
| case WINED3D_DATA_SAMPLER: |
| case WINED3D_DATA_UINT: |
| sprintf(register_name, "%#xu", reg->immconst_data[0]); |
| break; |
| default: |
| sprintf(register_name, "<unhandled data type %#x>", reg->data_type); |
| break; |
| } |
| break; |
| |
| case WINED3D_IMMCONST_VEC4: |
| switch (reg->data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| wined3d_ftoa(*(const float *)®->immconst_data[0], imm_str[0]); |
| wined3d_ftoa(*(const float *)®->immconst_data[1], imm_str[1]); |
| wined3d_ftoa(*(const float *)®->immconst_data[2], imm_str[2]); |
| wined3d_ftoa(*(const float *)®->immconst_data[3], imm_str[3]); |
| sprintf(register_name, "vec4(%s, %s, %s, %s)", |
| imm_str[0], imm_str[1], imm_str[2], imm_str[3]); |
| break; |
| case WINED3D_DATA_INT: |
| sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)", |
| reg->immconst_data[0], reg->immconst_data[1], |
| reg->immconst_data[2], reg->immconst_data[3]); |
| break; |
| case WINED3D_DATA_RESOURCE: |
| case WINED3D_DATA_SAMPLER: |
| case WINED3D_DATA_UINT: |
| sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)", |
| reg->immconst_data[0], reg->immconst_data[1], |
| reg->immconst_data[2], reg->immconst_data[3]); |
| break; |
| default: |
| sprintf(register_name, "<unhandled data type %#x>", reg->data_type); |
| break; |
| } |
| break; |
| |
| default: |
| FIXME("Unhandled immconst type %#x\n", reg->immconst_type); |
| sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type); |
| } |
| break; |
| |
| case WINED3DSPR_CONSTBUFFER: |
| if (reg->idx[1].rel_addr) |
| sprintf(register_name, "%s_cb%u[%s + %u]", |
| prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); |
| else |
| sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset); |
| break; |
| |
| case WINED3DSPR_IMMCONSTBUFFER: |
| if (reg->idx[0].rel_addr) |
| sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset); |
| else |
| sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset); |
| break; |
| |
| case WINED3DSPR_PRIMID: |
| sprintf(register_name, "uint(gl_PrimitiveIDIn)"); |
| break; |
| |
| default: |
| FIXME("Unhandled register type %#x.\n", reg->type); |
| sprintf(register_name, "unrecognized_register"); |
| break; |
| } |
| } |
| |
| static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str) |
| { |
| *str++ = '.'; |
| if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x'; |
| if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y'; |
| if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z'; |
| if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w'; |
| *str = '\0'; |
| } |
| |
| /* Get the GLSL write mask for the destination register */ |
| static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask) |
| { |
| DWORD mask = param->write_mask; |
| |
| if (shader_is_scalar(¶m->reg)) |
| { |
| mask = WINED3DSP_WRITEMASK_0; |
| *write_mask = '\0'; |
| } |
| else |
| { |
| shader_glsl_write_mask_to_str(mask, write_mask); |
| } |
| |
| return mask; |
| } |
| |
| static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) { |
| unsigned int size = 0; |
| |
| if (write_mask & WINED3DSP_WRITEMASK_0) ++size; |
| if (write_mask & WINED3DSP_WRITEMASK_1) ++size; |
| if (write_mask & WINED3DSP_WRITEMASK_2) ++size; |
| if (write_mask & WINED3DSP_WRITEMASK_3) ++size; |
| |
| return size; |
| } |
| |
| static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str) |
| { |
| /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", |
| * but addressed as "rgba". To fix this we need to swap the register's x |
| * and z components. */ |
| const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; |
| |
| *str++ = '.'; |
| /* swizzle bits fields: wwzzyyxx */ |
| if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03]; |
| if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03]; |
| if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03]; |
| if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03]; |
| *str = '\0'; |
| } |
| |
| static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param, |
| BOOL fixup, DWORD mask, char *swizzle_str) |
| { |
| if (shader_is_scalar(¶m->reg)) |
| *swizzle_str = '\0'; |
| else |
| shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str); |
| } |
| |
| /* From a given parameter token, generate the corresponding GLSL string. |
| * Also, return the actual register name and swizzle in case the |
| * caller needs this information as well. */ |
| static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src) |
| { |
| BOOL is_color = FALSE; |
| char swizzle_str[6]; |
| |
| glsl_src->reg_name[0] = '\0'; |
| glsl_src->param_str[0] = '\0'; |
| swizzle_str[0] = '\0'; |
| |
| shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins); |
| shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str); |
| |
| if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID) |
| { |
| shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str); |
| } |
| else |
| { |
| char reg_name[200]; |
| |
| switch (wined3d_src->reg.data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| sprintf(reg_name, "%s", glsl_src->reg_name); |
| break; |
| case WINED3D_DATA_INT: |
| sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name); |
| break; |
| case WINED3D_DATA_RESOURCE: |
| case WINED3D_DATA_SAMPLER: |
| case WINED3D_DATA_UINT: |
| sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name); |
| break; |
| default: |
| FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type); |
| sprintf(reg_name, "%s", glsl_src->reg_name); |
| break; |
| } |
| |
| shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str); |
| } |
| } |
| |
| /* From a given parameter token, generate the corresponding GLSL string. |
| * Also, return the actual register name and swizzle in case the |
| * caller needs this information as well. */ |
| static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins, |
| const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst) |
| { |
| BOOL is_color = FALSE; |
| |
| glsl_dst->mask_str[0] = '\0'; |
| glsl_dst->reg_name[0] = '\0'; |
| |
| shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins); |
| return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str); |
| } |
| |
| /* Append the destination part of the instruction to the buffer, return the effective write mask */ |
| static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer, |
| const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst, |
| enum wined3d_data_type data_type) |
| { |
| struct glsl_dst_param glsl_dst; |
| DWORD mask; |
| |
| if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst))) |
| { |
| switch (data_type) |
| { |
| case WINED3D_DATA_FLOAT: |
| shader_addline(buffer, "%s%s = %s(", |
| glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); |
| break; |
| case WINED3D_DATA_INT: |
| shader_addline(buffer, "%s%s = %sintBitsToFloat(", |
| glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); |
| break; |
| case WINED3D_DATA_RESOURCE: |
| case WINED3D_DATA_SAMPLER: |
| case WINED3D_DATA_UINT: |
| shader_addline(buffer, "%s%s = %suintBitsToFloat(", |
| glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); |
| break; |
| default: |
| FIXME("Unhandled data type %#x.\n", data_type); |
| shader_addline(buffer, "%s%s = %s(", |
| glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); |
| break; |
| } |
| } |
| |
| return mask; |
| } |
| |
| /* Append the destination part of the instruction to the buffer, return the effective write mask */ |
| static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins) |
| { |
| return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); |
| } |
| |
| /** Process GLSL instruction modifiers */ |
| static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) |
| { |
| struct glsl_dst_param dst_param; |
| DWORD modifiers; |
| |
| if (!ins->dst_count) return; |
| |
| modifiers = ins->dst[0].modifiers; |
| if (!modifiers) return; |
| |
| shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); |
| |
| if (modifiers & WINED3DSPDM_SATURATE) |
| { |
| /* _SAT means to clamp the value of the register to between 0 and 1 */ |
| shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, |
| dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); |
| } |
| |
| if (modifiers & WINED3DSPDM_MSAMPCENTROID) |
| { |
| FIXME("_centroid modifier not handled\n"); |
| } |
| |
| if (modifiers & WINED3DSPDM_PARTIALPRECISION) |
| { |
| /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ |
| } |
| } |
| |
| static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op) |
| { |
| switch (op) |
| { |
| case WINED3D_SHADER_REL_OP_GT: return ">"; |
| case WINED3D_SHADER_REL_OP_EQ: return "=="; |
| case WINED3D_SHADER_REL_OP_GE: return ">="; |
| case WINED3D_SHADER_REL_OP_LT: return "<"; |
| case WINED3D_SHADER_REL_OP_NE: return "!="; |
| case WINED3D_SHADER_REL_OP_LE: return "<="; |
| default: |
| FIXME("Unrecognized operator %#x.\n", op); |
| return "(\?\?)"; |
| } |
| } |
| |
| static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx, |
| DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function) |
| { |
| static const struct |
| { |
| unsigned int coord_size; |
| unsigned int offset_size; |
| const char *type_part; |
| } |
| resource_types[] = |
| { |
| {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */ |
| {1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */ |
| {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ |
| {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ |
| {2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ |
| {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ |
| {3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ |
| {2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ |
| {3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ |
| {3, 0, ""}, /* 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; |
| BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET; |
| 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 (needs_legacy_glsl_syntax(gl_info)) |
| { |
| 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"); |
| } |
| } |
| |
| if (flags & WINED3D_GLSL_SAMPLE_LOAD) |
| { |
| static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET; |
| if (flags & ~texel_fetch_flags) |
| ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags); |
| |
| base = "texelFetch"; |
| type_part = ""; |
| } |
| |
| sample_function->offset_size = offset ? resource_types[resource_type].offset_size : 0; |
| if (offset && !sample_function->offset_size) |
| { |
| FIXME("Offset not supported for resource type %#x.\n", resource_type); |
| offset = FALSE; |
| } |
| |
| sample_function->name = string_buffer_get(priv->string_buffers); |
| string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "", |
| lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix); |
| |
| coord_size = resource_types[resource_type].coord_size; |
| if (shadow) |
| ++coord_size; |
| sample_function->coord_mask = (1u << coord_size) - 1; |
| sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info); |
| } |
| |
| static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx, |
| struct glsl_sample_function *sample_function) |
| { |
| const struct shader_glsl_ctx_priv *priv = ctx->backend_data; |
| |
| string_buffer_release(priv->string_buffers, sample_function->name); |
| } |
| |
| static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name, |
| BOOL sign_fixup, enum fixup_channel_source channel_source) |
| { |
| switch(channel_source) |
| { |
| case CHANNEL_SOURCE_ZERO: |
| strcat(arguments, "0.0"); |
| break; |
| |
| case CHANNEL_SOURCE_ONE: |
| strcat(arguments, "1.0"); |
| break; |
| |
| case CHANNEL_SOURCE_X: |
| strcat(arguments, reg_name); |
| strcat(arguments, ".x"); |
| break; |
| |
| case CHANNEL_SOURCE_Y: |
| strcat(arguments, reg_name); |
| strcat(arguments, ".y"); |
| break; |
| |
| case CHANNEL_SOURCE_Z: |
| strcat(arguments, reg_name); |
| strcat(arguments, ".z"); |
| break; |
| |
| case CHANNEL_SOURCE_W: |
| strcat(arguments, reg_name); |
| strcat(arguments, ".w"); |
| break; |
| |
| default: |
| FIXME("Unhandled channel source %#x\n", channel_source); |
| strcat(arguments, "undefined"); |
| break; |
| } |
| |
| if (sign_fixup) strcat(arguments, " * 2.0 - 1.0"); |
| } |
| |
| static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer, |
| const char *reg_name, DWORD mask, struct color_fixup_desc fixup) |
| { |
| unsigned int mask_size, remaining; |
| DWORD fixup_mask = 0; |
| char arguments[256]; |
| char mask_str[6]; |
| |
| if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0; |
| if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1; |
| if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2; |
| if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3; |
| if (!(mask &= fixup_mask)) |
| return; |
| |
| if (is_complex_fixup(fixup)) |
| { |
| enum complex_fixup complex_fixup = get_complex_fixup(fixup); |
| FIXME("Complex fixup (%#x) not supported\n",complex_fixup); |
| return; |
| } |
| |
| shader_glsl_write_mask_to_str(mask, mask_str); |
| mask_size = shader_glsl_get_write_mask_size(mask); |
| |
| arguments[0] = '\0'; |
| remaining = mask_size; |
| if (mask & WINED3DSP_WRITEMASK_0) |
| { |
| shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source); |
| if (--remaining) strcat(arguments, ", "); |
| } |
| if (mask & WINED3DSP_WRITEMASK_1) |
| { |
| shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source); |
| if (--remaining) strcat(arguments, ", "); |
| } |
| if (mask & WINED3DSP_WRITEMASK_2) |
| { |
| shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source); |
| if (--remaining) strcat(arguments, ", "); |
| } |
| if (mask & WINED3DSP_WRITEMASK_3) |
| { |
| shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source); |
| if (--remaining) strcat(arguments, ", "); |
| } |
| |
| if (mask_size > 1) |
| shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments); |
| else |
| shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments); |
| } |
| |
| static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup) |
| { |
| 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(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, |
| unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle, |
| const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset, |
| const char *coord_reg_fmt, ...) |
| { |
| const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; |
| char dst_swizzle[6]; |
| struct color_fixup_desc fixup; |
| BOOL np2_fixup = FALSE; |
| va_list args; |
| int ret; |
| |
| shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); |
| |
| /* 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_bind_idx]; |
| |
| if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx)) |
| np2_fixup = TRUE; |
| } |
| else |
| { |
| fixup = COLOR_FIXUP_IDENTITY; |
| } |
| |
| shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type); |
| |
| if (sample_function->output_single_component) |
| shader_addline(ins->ctx->buffer, "vec4("); |
| |
| shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ", |
| sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx); |
| |
| for (;;) |
| { |
| va_start(args, coord_reg_fmt); |
| ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args); |
| va_end(args); |
| if (!ret) |
| break; |
| if (!string_buffer_resize(ins->ctx->buffer, ret)) |
| break; |
| } |
| |
| if (np2_fixup) |
| { |
| const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; |
| const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx]; |
| |
| switch (shader_glsl_get_write_mask_size(sample_function->coord_mask)) |
| { |
| case 1: |
| shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s", |
| idx >> 1, (idx % 2) ? "z" : "x"); |
| break; |
| case 2: |
| shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s", |
| idx >> 1, (idx % 2) ? "zw" : "xy"); |
| break; |
| case 3: |
| shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)", |
| idx >> 1, (idx % 2) ? "zw" : "xy"); |
| break; |
| case 4: |
| shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)", |
| idx >> 1, (idx % 2) ? "zw" : "xy"); |
| break; |
| } |
| } |
| if (dx && dy) |
| shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy); |
| else if (bias) |
| shader_addline(ins->ctx->buffer, ", %s", bias); |
| if (sample_function->offset_size) |
| { |
| int offset_immdata[4] = {offset->u, offset->v, offset->w}; |
| shader_addline(ins->ctx->buffer, ", "); |
| shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size); |
| } |
| shader_addline(ins->ctx->buffer, ")"); |
| |
| if (sample_function->output_single_component) |
| shader_addline(ins->ctx->buffer, ")"); |
| |
| shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle); |
| |
| if (!is_identity_fixup(fixup)) |
| shader_glsl_color_correction(ins, fixup); |
| } |
| |
| /***************************************************************************** |
| * 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 %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| break; |
| } |
| |
| write_mask = shader_glsl_append_dst(buffer, ins); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); |
| shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str); |
| } |
| |
| static void shader_glsl_relop(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct glsl_src_param src0_param; |
| struct glsl_src_param src1_param; |
| unsigned int mask_size; |
| DWORD write_mask; |
| const char *op; |
| |
| write_mask = shader_glsl_append_dst(buffer, ins); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); |
| |
| if (mask_size > 1) |
| { |
| switch (ins->handler_idx) |
| { |
| case WINED3DSIH_EQ: op = "equal"; break; |
| case WINED3DSIH_IEQ: op = "equal"; break; |
| case WINED3DSIH_GE: op = "greaterThanEqual"; break; |
| case WINED3DSIH_IGE: op = "greaterThanEqual"; break; |
| case WINED3DSIH_UGE: op = "greaterThanEqual"; break; |
| case WINED3DSIH_LT: op = "lessThan"; break; |
| case WINED3DSIH_ILT: op = "lessThan"; break; |
| case WINED3DSIH_NE: op = "notEqual"; break; |
| case WINED3DSIH_INE: op = "notEqual"; break; |
| default: |
| op = "<unhandled operator>"; |
| ERR("Unhandled opcode %#x.\n", ins->handler_idx); |
| break; |
| } |
| |
| shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n", |
| mask_size, op, src0_param.param_str, src1_param.param_str); |
| } |
| else |
| { |
| switch (ins->handler_idx) |
| { |
| case WINED3DSIH_EQ: op = "=="; break; |
| case WINED3DSIH_IEQ: op = "=="; break; |
| case WINED3DSIH_GE: op = ">="; break; |
| case WINED3DSIH_IGE: op = ">="; break; |
| case WINED3DSIH_UGE: op = ">="; break; |
| case WINED3DSIH_LT: op = "<"; break; |
| case WINED3DSIH_ILT: op = "<"; break; |
| case WINED3DSIH_NE: op = "!="; break; |
| case WINED3DSIH_INE: op = "!="; break; |
| default: |
| op = "<unhandled operator>"; |
| ERR("Unhandled opcode %#x.\n", ins->handler_idx); |
| break; |
| } |
| |
| shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n", |
| src0_param.param_str, op, src1_param.param_str); |
| } |
| } |
| |
| static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins) |
| { |
| struct glsl_src_param src_param; |
| DWORD write_mask; |
| const char *op; |
| |
| switch (ins->handler_idx) |
| { |
| case WINED3DSIH_INEG: op = "-"; break; |
| case WINED3DSIH_NOT: op = "~"; break; |
| default: |
| op = "<unhandled operator>"; |
| ERR("Unhandled opcode %s.\n", |
| debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| break; |
| } |
| |
| write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); |
| shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str); |
| } |
| |
| static void shader_glsl_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 = uintBitsToFloat(%s / %s);\n", |
| dst_mask, src0_param.param_str, src1_param.param_str); |
| |
| write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); |
| shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str); |
| |
| shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT); |
| shader_addline(buffer, "tmp0%s);\n", dst_mask); |
| } |
| else |
| { |
| write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); |
| shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str); |
| } |
| } |
| else if (ins->dst[1].reg.type != WINED3DSPR_NULL) |
| { |
| write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); |
| shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str); |
| } |
| } |
| |
| /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ |
| static void shader_glsl_mov(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct glsl_src_param src0_param; |
| DWORD write_mask; |
| |
| write_mask = shader_glsl_append_dst(buffer, ins); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| |
| /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later |
| * shader versions WINED3DSIO_MOVA is used for this. */ |
| if (ins->ctx->reg_maps->shader_version.major == 1 |
| && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX |
| && ins->dst[0].reg.type == WINED3DSPR_ADDR) |
| { |
| /* This is a simple floor() */ |
| unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); |
| if (mask_size > 1) { |
| shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); |
| } else { |
| shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); |
| } |
| } |
| else if(ins->handler_idx == WINED3DSIH_MOVA) |
| { |
| /* 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; |
| |
| 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_ABS: instruction = "abs"; break; |
| case WINED3DSIH_DSX: instruction = "dFdx"; break; |
| case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break; |
| case WINED3DSIH_FRC: instruction = "fract"; break; |
| case WINED3DSIH_IMAX: instruction = "max"; break; |
| case WINED3DSIH_IMIN: instruction = "min"; break; |
| case WINED3DSIH_MAX: instruction = "max"; break; |
| case WINED3DSIH_MIN: instruction = "min"; break; |
| case WINED3DSIH_ROUND_NI: instruction = "floor"; break; |
| case WINED3DSIH_ROUND_PI: instruction = "ceil"; break; |
| case WINED3DSIH_ROUND_Z: instruction = "trunc"; break; |
| case WINED3DSIH_SQRT: instruction = "sqrt"; break; |
| default: instruction = ""; |
| FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(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) |
| { |
| DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, |
| ins->ctx->reg_maps->shader_version.minor); |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct glsl_src_param src0_param; |
| const char *prefix, *suffix; |
| unsigned int dst_size; |
| DWORD dst_write_mask; |
| |
| dst_write_mask = shader_glsl_append_dst(buffer, ins); |
| dst_size = shader_glsl_get_write_mask_size(dst_write_mask); |
| |
| if (shader_version < WINED3D_SHADER_VERSION(4, 0)) |
| dst_write_mask = WINED3DSP_WRITEMASK_3; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &src0_param); |
| |
| switch (ins->handler_idx) |
| { |
| case WINED3DSIH_EXP: |
| case WINED3DSIH_EXPP: |
| prefix = "exp2("; |
| suffix = ")"; |
| break; |
| |
| case WINED3DSIH_LOG: |
| case WINED3DSIH_LOGP: |
| prefix = "log2(abs("; |
| suffix = "))"; |
| break; |
| |
| case WINED3DSIH_RCP: |
| prefix = "1.0 / "; |
| suffix = ""; |
| break; |
| |
| case WINED3DSIH_RSQ: |
| prefix = "inversesqrt(abs("; |
| suffix = "))"; |
| break; |
| |
| default: |
| prefix = ""; |
| suffix = ""; |
| FIXME("Unhandled instruction %#x.\n", ins->handler_idx); |
| break; |
| } |
| |
| if (dst_size > 1 && shader_version < WINED3D_SHADER_VERSION(4, 0)) |
| shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix); |
| else |
| shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix); |
| } |
| |
| /** Process the WINED3DSIO_EXPP instruction in GLSL: |
| * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable): |
| * dst.x = 2^(floor(src)) |
| * dst.y = src - floor(src) |
| * dst.z = 2^src (partial precision is allowed, but optional) |
| * dst.w = 1.0; |
| * For 2.0 shaders, just do this (honoring writemask and swizzle): |
| * dst = 2^src; (partial precision is allowed, but optional) |
| */ |
| static void shader_glsl_expp(const struct wined3d_shader_instruction *ins) |
| { |
| if (ins->ctx->reg_maps->shader_version.major < 2) |
| { |
| struct glsl_src_param src_param; |
| char dst_mask[6]; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param); |
| |
| shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str); |
| shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str); |
| shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str); |
| shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n"); |
| |
| shader_glsl_append_dst(ins->ctx->buffer, ins); |
| shader_glsl_get_write_mask(&ins->dst[0], dst_mask); |
| shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask); |
| return; |
| } |
| |
| shader_glsl_scalar_op(ins); |
| } |
| |
| static void shader_glsl_cast(const struct wined3d_shader_instruction *ins, |
| const char *vector_constructor, const char *scalar_constructor) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct glsl_src_param src_param; |
| unsigned int mask_size; |
| DWORD write_mask; |
| |
| write_mask = shader_glsl_append_dst(buffer, ins); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); |
| |
| if (mask_size > 1) |
| shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str); |
| else |
| shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str); |
| } |
| |
| static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins) |
| { |
| shader_glsl_cast(ins, "ivec", "int"); |
| } |
| |
| static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins) |
| { |
| shader_glsl_cast(ins, "uvec", "uint"); |
| } |
| |
| static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins) |
| { |
| shader_glsl_cast(ins, "vec", "float"); |
| } |
| |
| /** Process signed comparison opcodes in GLSL. */ |
| static void shader_glsl_compare(const struct wined3d_shader_instruction *ins) |
| { |
| struct glsl_src_param src0_param; |
| struct glsl_src_param src1_param; |
| DWORD write_mask; |
| unsigned int mask_size; |
| |
| write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); |
| mask_size = shader_glsl_get_write_mask_size(write_mask); |
| shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); |
| |
| if (mask_size > 1) { |
| const char *compare; |
| |
| switch(ins->handler_idx) |
| { |
| case WINED3DSIH_SLT: compare = "lessThan"; break; |
| case WINED3DSIH_SGE: compare = "greaterThanEqual"; break; |
| default: compare = ""; |
| FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| } |
| |
| shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, |
| src0_param.param_str, src1_param.param_str); |
| } else { |
| switch(ins->handler_idx) |
| { |
| case WINED3DSIH_SLT: |
| /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed, |
| * to return 0.0 but step returns 1.0 because step is not < x |
| * An alternative is a bvec compare padded with an unused second component. |
| * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same |
| * issue. Playing with not() is not possible either because not() does not accept |
| * a scalar. |
| */ |
| shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n", |
| src0_param.param_str, src1_param.param_str); |
| break; |
| case WINED3DSIH_SGE: |
| /* Here we can use the step() function and safe a conditional */ |
| shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str); |
| break; |
| default: |
| FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| } |
| |
| } |
| } |
| |
| static void shader_glsl_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, NULL, |
| "T%u%s", resource_idx, coord_mask); |
| } |
| else |
| { |
| struct glsl_src_param coord_param; |
| shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param); |
| if (ins->flags & WINED3DSI_TEXLD_BIAS) |
| { |
| struct glsl_src_param bias; |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias); |
| shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str, |
| NULL, "%s", coord_param.param_str); |
| } else { |
| shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL, |
| "%s", coord_param.param_str); |
| } |
| } |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) |
| { |
| const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; |
| struct glsl_src_param coord_param, dx_param, dy_param; |
| 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, 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, NULL, |
| "%s", coord_param.param_str); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map, |
| unsigned int resource_idx, unsigned int sampler_idx) |
| { |
| struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries; |
| unsigned int i; |
| |
| for (i = 0; i < sampler_map->count; ++i) |
| { |
| if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx) |
| return entries[i].bind_idx; |
| } |
| |
| ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx); |
| |
| return ~0u; |
| } |
| |
| static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) |
| { |
| static const unsigned int texture_size_component_count[] = |
| { |
| 0, /* WINED3D_SHADER_RESOURCE_NONE */ |
| 1, /* WINED3D_SHADER_RESOURCE_BUFFER */ |
| 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ |
| 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ |
| 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ |
| 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ |
| 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ |
| 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ |
| 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ |
| 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */ |
| }; |
| |
| const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; |
| const struct wined3d_gl_info *gl_info = ins->ctx->gl_info; |
| enum wined3d_shader_resource_type resource_type; |
| unsigned int resource_idx, sampler_bind_idx, i; |
| enum wined3d_data_type dst_data_type; |
| struct glsl_src_param lod_param; |
| char dst_swizzle[6]; |
| DWORD write_mask; |
| |
| dst_data_type = ins->dst[0].reg.data_type; |
| if (ins->flags == WINED3DSI_RESINFO_UINT) |
| dst_data_type = WINED3D_DATA_UINT; |
| else if (ins->flags) |
| FIXME("Unhandled flags %#x.\n", ins->flags); |
| |
| write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type); |
| shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle); |
| |
| resource_idx = ins->src[1].reg.idx[0].offset; |
| resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type; |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param); |
| sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, |
| resource_idx, WINED3D_SAMPLER_DEFAULT); |
| |
| if (resource_type >= ARRAY_SIZE(texture_size_component_count)) |
| { |
| ERR("Unexpected resource type %#x.\n", resource_type); |
| resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; |
| } |
| |
| if (dst_data_type == WINED3D_DATA_UINT) |
| shader_addline(ins->ctx->buffer, "uvec4("); |
| else |
| shader_addline(ins->ctx->buffer, "vec4("); |
| |
| shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ", |
| shader_glsl_get_prefix(version->type), sampler_bind_idx, lod_param.param_str); |
| |
| for (i = 0; i < 3 - texture_size_component_count[resource_type]; ++i) |
| shader_addline(ins->ctx->buffer, "0, "); |
| |
| if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) |
| { |
| shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)", |
| shader_glsl_get_prefix(version->type), sampler_bind_idx); |
| } |
| else |
| { |
| FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n"); |
| shader_addline(ins->ctx->buffer, "1"); |
| } |
| |
| shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle); |
| } |
| |
| /* FIXME: The current implementation does not handle multisample textures correctly. */ |
| static void shader_glsl_ld(const struct wined3d_shader_instruction *ins) |
| { |
| struct glsl_src_param coord_param, lod_param; |
| struct glsl_sample_function sample_function; |
| unsigned int sampler_bind_idx; |
| DWORD flags = WINED3D_GLSL_SAMPLE_LOAD; |
| |
| if (wined3d_shader_instruction_has_texel_offset(ins)) |
| flags |= WINED3D_GLSL_SAMPLE_OFFSET; |
| |
| shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, flags, &sample_function); |
| shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); |
| sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, |
| ins->src[1].reg.idx[0].offset, WINED3D_SAMPLER_DEFAULT); |
| shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, |
| NULL, NULL, lod_param.param_str, &ins->texel_offset, "%s", coord_param.param_str); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| static void shader_glsl_sample(const struct wined3d_shader_instruction *ins) |
| { |
| const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL; |
| struct glsl_src_param coord_param, lod_param, dx_param, dy_param; |
| unsigned int resource_idx, sampler_idx, sampler_bind_idx; |
| struct glsl_sample_function sample_function; |
| DWORD flags = 0; |
| |
| if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD) |
| flags |= WINED3D_GLSL_SAMPLE_GRAD; |
| if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD) |
| flags |= WINED3D_GLSL_SAMPLE_LOD; |
| if (wined3d_shader_instruction_has_texel_offset(ins)) |
| flags |= WINED3D_GLSL_SAMPLE_OFFSET; |
| |
| resource_idx = ins->src[1].reg.idx[0].offset; |
| sampler_idx = ins->src[2].reg.idx[0].offset; |
| |
| shader_glsl_get_sample_function(ins->ctx, resource_idx, flags, &sample_function); |
| shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); |
| |
| switch (ins->handler_idx) |
| { |
| case WINED3DSIH_SAMPLE: |
| break; |
| case WINED3DSIH_SAMPLE_B: |
| shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param); |
| lod_param_str = lod_param.param_str; |
| break; |
| case WINED3DSIH_SAMPLE_GRAD: |
| shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dx_param); |
| shader_glsl_add_src_param(ins, &ins->src[4], sample_function.coord_mask, &dy_param); |
| dx_param_str = dx_param.param_str; |
| dy_param_str = dy_param.param_str; |
| break; |
| case WINED3DSIH_SAMPLE_LOD: |
| shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param); |
| lod_param_str = lod_param.param_str; |
| break; |
| default: |
| ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| break; |
| } |
| |
| sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx); |
| shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, |
| dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| 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, |
| NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str); |
| break; |
| |
| case 2: |
| shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, |
| NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str); |
| break; |
| |
| case 3: |
| shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, |
| NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str); |
| break; |
| |
| default: |
| FIXME("Unexpected mask size %u\n", mask_size); |
| break; |
| } |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: |
| * Take a 3-component dot product of the TexCoord[dstreg] and src. */ |
| static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD dstreg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| DWORD dst_mask; |
| unsigned int mask_size; |
| |
| dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); |
| mask_size = shader_glsl_get_write_mask_size(dst_mask); |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| |
| if (mask_size > 1) { |
| shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str); |
| } else { |
| shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str); |
| } |
| } |
| |
| /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: |
| * Calculate the depth as dst.x / dst.y */ |
| static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins) |
| { |
| struct glsl_dst_param dst_param; |
| |
| shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); |
| |
| /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0. |
| * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but |
| * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1 |
| * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result |
| * >= 1.0 or < 0.0 |
| */ |
| shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", |
| dst_param.reg_name, dst_param.reg_name); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL: |
| * Last row of a 3x2 matrix multiply, use the result to calculate the depth: |
| * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) |
| * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y |
| */ |
| static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD dstreg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| |
| shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str); |
| shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n"); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL |
| * Calculate the 1st of a 2-row matrix multiplication. */ |
| static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct glsl_src_param src0_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL |
| * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ |
| static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str); |
| tex_mx->texcoord_w[tex_mx->current_row++] = reg; |
| } |
| |
| static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct glsl_sample_function sample_function; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| |
| shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy"); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL |
| * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ |
| static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| struct glsl_sample_function sample_function; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz"); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| |
| tex_mx->current_row = 0; |
| } |
| |
| /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL |
| * Perform the 3rd row of a 3x3 matrix multiply */ |
| static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| char dst_mask[6]; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| |
| shader_glsl_append_dst(ins->ctx->buffer, ins); |
| shader_glsl_get_write_mask(&ins->dst[0], dst_mask); |
| shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask); |
| |
| tex_mx->current_row = 0; |
| } |
| |
| /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL |
| * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ |
| static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins) |
| { |
| struct glsl_src_param src0_param; |
| struct glsl_src_param src1_param; |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| struct glsl_sample_function sample_function; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| char coord_mask[6]; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); |
| |
| /* Perform the last matrix multiply operation */ |
| shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); |
| /* Reflection calculation */ |
| shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str); |
| |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); |
| shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask); |
| |
| /* Sample the texture */ |
| shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, |
| NULL, NULL, NULL, NULL, "tmp0%s", coord_mask); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| |
| tex_mx->current_row = 0; |
| } |
| |
| /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL |
| * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ |
| static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins) |
| { |
| struct wined3d_string_buffer *buffer = ins->ctx->buffer; |
| struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; |
| DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; |
| struct glsl_sample_function sample_function; |
| DWORD reg = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param; |
| char coord_mask[6]; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); |
| |
| /* Perform the last matrix multiply operation */ |
| shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str); |
| |
| /* Construct the eye-ray vector from w coordinates */ |
| shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n", |
| tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg); |
| shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n"); |
| |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function); |
| shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask); |
| |
| /* Sample the texture using the calculated coordinates */ |
| shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, |
| NULL, NULL, NULL, NULL, "tmp0%s", coord_mask); |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| |
| tex_mx->current_row = 0; |
| } |
| |
| /** Process the WINED3DSIO_TEXBEM instruction in GLSL. |
| * Apply a fake bump map transform. |
| * texbem is pshader <= 1.3 only, this saves a few version checks |
| */ |
| static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins) |
| { |
| const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; |
| struct glsl_sample_function sample_function; |
| struct glsl_src_param coord_param; |
| DWORD sampler_idx; |
| DWORD mask; |
| DWORD flags; |
| char coord_mask[6]; |
| |
| sampler_idx = ins->dst[0].reg.idx[0].offset; |
| flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) |
| & WINED3D_PSARGS_TEXTRANSFORM_MASK; |
| |
| /* Dependent read, not valid with conditional NP2 */ |
| shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function); |
| mask = sample_function.coord_mask; |
| |
| shader_glsl_write_mask_to_str(mask, coord_mask); |
| |
| /* With projected textures, texbem only divides the static texture coord, |
| * not the displacement, so we can't let GL handle this. */ |
| if (flags & WINED3D_PSARGS_PROJECTED) |
| { |
| DWORD div_mask=0; |
| char coord_div_mask[3]; |
| switch (flags & ~WINED3D_PSARGS_PROJECTED) |
| { |
| case WINED3D_TTFF_COUNT1: |
| FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n"); |
| break; |
| case WINED3D_TTFF_COUNT2: |
| div_mask = WINED3DSP_WRITEMASK_1; |
| break; |
| case WINED3D_TTFF_COUNT3: |
| div_mask = WINED3DSP_WRITEMASK_2; |
| break; |
| case WINED3D_TTFF_COUNT4: |
| case WINED3D_TTFF_DISABLE: |
| div_mask = WINED3DSP_WRITEMASK_3; |
| break; |
| } |
| shader_glsl_write_mask_to_str(div_mask, coord_div_mask); |
| shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask); |
| } |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param); |
| |
| shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, |
| "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, |
| coord_param.param_str, coord_mask); |
| |
| if (ins->handler_idx == WINED3DSIH_TEXBEML) |
| { |
| struct glsl_src_param luminance_param; |
| struct glsl_dst_param dst_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param); |
| shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); |
| |
| shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n", |
| dst_param.reg_name, dst_param.mask_str, |
| luminance_param.param_str, sampler_idx, sampler_idx); |
| } |
| shader_glsl_release_sample_function(ins->ctx, &sample_function); |
| } |
| |
| static void shader_glsl_bem(const struct wined3d_shader_instruction *ins) |
| { |
| DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; |
| struct glsl_src_param src0_param, src1_param; |
| |
| shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); |
| shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); |
| |
| shader_glsl_append_dst(ins->ctx->buffer, ins); |
| shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n", |
| src0_param.param_str, sampler_idx, src1_param.param_str); |
| } |
| |
| /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL |
| * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ |
| static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) |
| { |
| 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, 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, 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, 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, const struct wined3d_gl_info *gl_info) |
| { |
| 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 = %s[%u]%s;\n", |
| shader->u.ps.input_reg_map[input->register_idx], reg_mask, |
| gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] |
| ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask); |
| else |
| shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); |
| } |
| else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR)) |
| { |
| if (!semantic_idx) |
| shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n", |
| shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); |
| else if (semantic_idx == 1) |
| shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n", |
| shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); |
| else |
| shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); |
| } |
| else |
| { |
| shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", |
| shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); |
| } |
| } |
| } |
| |
| /********************************************* |
| * 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; |
| BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; |
| unsigned int i, j; |
| DWORD *set; |
| DWORD in_idx; |
| unsigned int in_count = vec4_varyings(3, gl_info); |
| unsigned int max_varyings = legacy_context ? in_count + 2 : in_count; |
| char reg_mask[6]; |
| struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers); |
| |
| set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * max_varyings); |
| |
| for (i = 0; i < input_signature->element_count; ++i) |
| { |
| const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; |
| |
| if (!(reg_maps_in->input_registers & (1u << input->register_idx))) |
| continue; |
| |
| in_idx = map[input->register_idx]; |
| /* Declared, but not read register */ |
| if (in_idx == ~0u) |
| continue; |
| if (in_idx >= max_varyings) |
| { |
| FIXME("More input varyings declared than supported, expect issues.\n"); |
| continue; |
| } |
| |
| if (in_idx == in_count) |
| string_buffer_sprintf(destination, "gl_FrontColor"); |
| else if (in_idx == in_count + 1) |
| string_buffer_sprintf(destination, "gl_FrontSecondaryColor"); |
| else |
| string_buffer_sprintf(destination, "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] = 0; |
| set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx]; |
| shader_glsl_write_mask_to_str(mask, reg_mask); |
| |
| shader_addline(buffer, "%s%s = vs_out[%u]%s;\n", |
| destination->buffer, reg_mask, output->register_idx, reg_mask); |
| } |
| } |
| |
| for (i = 0; i < max_varyings; ++i) |
| { |
| unsigned int size; |
| |
| if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL) |
| continue; |
| |
| if (set[i] == ~0U) set[i] = 0; |
| |
| size = 0; |
| if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x'; |
| if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y'; |
| if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z'; |
| if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w'; |
| reg_mask[size] = '\0'; |
| |
| if (i == in_count) |
| string_buffer_sprintf(destination, "gl_FrontColor"); |
| else if (i == in_count + 1) |
| string_buffer_sprintf(destination, "gl_FrontSecondaryColor"); |
| else |
| string_buffer_sprintf(destination, "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, BOOL flatshading, const struct wined3d_gl_info *gl_info) |
| { |
| struct wined3d_string_buffer *buffer = &priv->shader_buffer; |
| GLuint ret; |
| 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, flatshading, "vec4 ffp_varying_diffuse;\n"); |
| declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n"); |
| declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| 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 (legacy_context) |
| shader_addline(buffer, "gl_Front%sColor%s = vs_out[%u]%s;\n", |
| semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask); |
| else |
| shader_addline(buffer, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n", |
| semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask); |
| |
| colors_written_mask[semantic_idx] = write_mask; |
| } |
| else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx) |
| { |
| shader_addline(buffer, "gl_Position%s = 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, "%s[%u]%s = vs_out[%u]%s;\n", |
| legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", |
| semantic_idx, reg_mask, output->register_idx, reg_mask); |
| texcoords_written_mask[semantic_idx] = write_mask; |
| } |
| } |
| else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) |
| { |
| shader_addline(buffer, "gl_PointSize = clamp(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, "%s%s = vec4(1.0)%s;\n", |
| legacy_context ? "gl_FrontColor" : "ffp_varying_diffuse", |
| reg_mask, reg_mask); |
| else |
| shader_addline(buffer, "%s%s = vec4(0.0)%s;\n", |
| legacy_context ? "gl_FrontSecondaryColor" : "ffp_varying_specular", |
| 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, "%s[%u]%s = vec4(0.0)%s;\n", |
| legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", 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, ®_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"); |
| if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) |
| shader_addline(buffer, "#extension GL_ARB_texture_query_levels : 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; |
| |
| if (legacy_context) |
| { |
| if (glsl_is_color_reg_read(shader, 0)) |
| shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n"); |
| if (glsl_is_color_reg_read(shader, 1)) |
| shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n"); |
| } |
| |
| for (i = 0; map; map >>= 1, ++i) |
| { |
| if (map & 1) |
| { |
| if (args->pointsprite) |
| shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i); |
| else if (args->texcoords_initialized & (1u << i)) |
| shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i, |
| legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i); |
| else |
| shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i); |
| shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i); |
| } |
| } |
| |
| if (legacy_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, gl_info); |
| |
| /* 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, ®_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_TEXTURE_QUERY_LEVELS]) |
| shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n"); |
| if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) |
| shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n"); |
| if (gl_info->supported[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 (reg_maps->shader_version.major < 3) |
| { |
| 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, ®_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_TEXTURE_QUERY_LEVELS]) |
| shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n"); |
| if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) |
| shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n"); |
| if (gl_info->supported[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; |
| if (stored->flatshading != new->flatshading) |
| 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, "ffp_varying_diffuse = ffp_attrib_diffuse;\n"); |
| shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n"); |
| return; |
| } |
| |
| shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n"); |
| shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n"); |
| shader_addline(buffer, "vec4 specular = vec4(0.0);\n"); |
| shader_addline(buffer, "vec3 dir, dst;\n"); |
| shader_addline(buffer, "float att, t;\n"); |
| |
| ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient"); |
| diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse"); |
| specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular"); |
| emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive"); |
| |
| 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, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n", |
| ambient, diffuse, emissive); |
| shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse); |
| shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular); |
| } |
| |
| /* Context activation is done by the caller. */ |
| static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv, |
| const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info) |
| { |
| static const struct attrib_info |
| { |
| const char type[6]; |
| const char name[24]; |
| } |
| attrib_info[] = |
| { |
| {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */ |
| {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */ |
| /* TODO: Indexed vertex blending */ |
| {"float", ""}, /* WINED3D_FFP_BLENDINDICES */ |
| {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */ |
| {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */ |
| {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */ |
| {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */ |
| }; |
| struct wined3d_string_buffer *buffer = &priv->shader_buffer; |
| BOOL legacy_lighting = priv->legacy_lighting; |
| 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, "vec4 ffp_varying_diffuse;\n"); |
| shader_addline(buffer, "vec4 ffp_varying_specular;\n"); |
| shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| shader_addline(buffer, "float ffp_varying_fogcoord;\n"); |
| } |
| else |
| { |
| declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n"); |
| declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n"); |
| declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); |
| } |
| |
| shader_addline(buffer, "\nvoid main()\n{\n"); |
| shader_addline(buffer, "float m;\n"); |
| shader_addline(buffer, "vec3 r;\n"); |
| |
| for (i = 0; i < ARRAY_SIZE(attrib_info); ++i) |
| { |
| if (attrib_info[i].name[0]) |
| shader_addline(buffer, "%s %s = vs_in%u;\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); |
| if (legacy_context) |
| { |
| shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n"); |
| shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n"); |
| } |
| |
| for (i = 0; i < MAX_TEXTURES; ++i) |
| { |
| BOOL output_legacy_texcoord = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; |
| |
| switch (settings->texgen[i] & 0xffff0000) |
| { |
| case WINED3DTSS_TCI_PASSTHRU: |
| if (settings->texcoords & (1u << i)) |
| shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n", |
| i, i, i); |
| else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info)) |
| shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i); |
| else |
| output_legacy_texcoord = FALSE; |
| break; |
| |
| case WINED3DTSS_TCI_CAMERASPACENORMAL: |
| shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i); |
| break; |
| |
| case WINED3DTSS_TCI_CAMERASPACEPOSITION: |
| shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i); |
| break; |
| |
| case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: |
| shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]" |
| " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i); |
| break; |
| |
| case WINED3DTSS_TCI_SPHEREMAP: |
| shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n"); |
| shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n"); |
| shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]" |
| " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i); |
| break; |
| |
| default: |
| ERR("Unhandled texgen %#x.\n", settings->texgen[i]); |
| break; |
| } |
| if (output_legacy_texcoord) |
| shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i); |
| } |
| |
| switch (settings->fog_mode) |
| { |
| case WINED3D_FFP_VS_FOG_OFF: |
| output_legacy_fogcoord = FALSE; |
| break; |
| |
| case WINED3D_FFP_VS_FOG_FOGCOORD: |
| shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n"); |
| break; |
| |
| case WINED3D_FFP_VS_FOG_RANGE: |
| shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n"); |
| break; |
| |
| case WINED3D_FFP_VS_FOG_DEPTH: |
| if (settings->ortho_fog) |
| /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */ |
| shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n"); |
| else if (settings->transformed) |
| shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n"); |
| else |
| shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n"); |
| break; |
| |
| default: |
| ERR("Unhandled fog mode %#x.\n", settings->fog_mode); |
| break; |
| } |
| if (output_legacy_fogcoord) |
| shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n"); |
| |
| if (settings->point_size) |
| { |
| shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att" |
| " + ffp_point.l_att * length(ec_pos.xyz)" |
| " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n", |
| settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size"); |
| shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n"); |
| } |
| |
| shader_addline(buffer, "}\n"); |
| |
| shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); |
| shader_glsl_compile(gl_info, shader_obj, buffer->buffer); |
| |
| return shader_obj; |
| } |
| |
| static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer, |
| DWORD argnum, unsigned int stage, DWORD arg) |
| { |
| const char *ret; |
| |
| if (arg == ARG_UNUSED) |
| return "<unused arg>"; |
| |
| switch (arg & WINED3DTA_SELECTMASK) |
| { |
| case WINED3DTA_DIFFUSE: |
| ret = "ffp_varying_diffuse"; |
| break; |
| |
| case WINED3DTA_CURRENT: |
| ret = "ret"; |
| break; |
| |
| case WINED3DTA_TEXTURE: |
| switch (stage) |
| { |
| case 0: ret = "tex0"; break; |
| case 1: ret = "tex1"; break; |
| case 2: ret = "tex2"; break; |
| case 3: ret = "tex3"; break; |
| case 4: ret = "tex4"; break; |
| case 5: ret = "tex5"; break; |
| case 6: ret = "tex6"; break; |
| case 7: ret = "tex7"; break; |
| default: |
| ret = "<invalid texture>"; |
| break; |
| } |
| break; |
| |
| case WINED3DTA_TFACTOR: |
| ret = "tex_factor"; |
| break; |
| |
| case WINED3DTA_SPECULAR: |
| ret = "ffp_varying_specular"; |
| break; |
| |
| case WINED3DTA_TEMP: |
| ret = "temp_reg"; |
| break; |
| |
| case WINED3DTA_CONSTANT: |
| switch (stage) |
| { |
| case 0: ret = "tss_const0"; break; |
| case 1: ret = "tss_const1"; break; |
| case 2: ret = "tss_const2"; break; |
| case 3: ret = "tss_const3"; break; |
| case 4: ret = "tss_const4"; break; |
| case 5: ret = "tss_const5"; break; |
| case 6: ret = "tss_const6"; break; |
| case 7: ret = "tss_const7"; break; |
| default: |
| ret = "<invalid constant>"; |
| break; |
| } |
| break; |
| |
| default: |
| return "<unhandled arg>"; |
| } |
| |
| if (arg & WINED3DTA_COMPLEMENT) |
| { |
| shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret); |
| if (argnum == 0) |
| ret = "arg0"; |
| else if (argnum == 1) |
| ret = "arg1"; |
| else if (argnum == 2) |
| ret = "arg2"; |
| } |
| |
| if (arg & WINED3DTA_ALPHAREPLICATE) |
| { |
| shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret); |
| if (argnum == 0) |
| ret = "arg0"; |
| else if (argnum == 1) |
| ret = "arg1"; |
| else if (argnum == 2) |
| ret = "arg2"; |
| } |
| |
| return ret; |
| } |
| |
| static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color, |
| BOOL alpha, 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: |
| 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; |
| 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_varying_diffuse;\n"); |
| shader_addline(buffer, "vec4 ffp_varying_specular;\n"); |
| shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES); |
| shader_addline(buffer, "float ffp_varying_fogcoord;\n"); |
| } |
| else |
| { |
| declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n"); |
| declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n"); |
| declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES); |
| 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"); |
| |
| if (legacy_context) |
| { |
| shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n"); |
| shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\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] = %s[%u];\n", |
| stage, legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", 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; |
| } |
| |
| if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE) |
| proj = FALSE; |
| |
| switch (settings->op[stage].tex_type) |
| { |
| case WINED3D_GL_RES_TYPE_TEX_1D: |
| 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 (!needs_legacy_glsl_syntax(gl_info)) |
| texture_function = proj ? "textureProj" : "texture"; |
| |
| if (stage > 0 |
| && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP |
| || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) |
| { |
| shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1); |
| |
| /* With projective textures, texbem only divides the static |
| * texture 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"); |
| } |
| |
| shader_addline(buffer, "ret = ffp_varying_diffuse;\n"); |
| |
| /* Generate the main shader */ |
| for (stage = 0; stage < MAX_TEXTURES; ++stage) |
| { |
| BOOL op_equal; |
| |
| if (settings->op[stage].cop == WINED3D_TOP_DISABLE) |
| break; |
| |
| if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) |
| op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; |
| else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) |
| op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; |
| else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) |
| op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; |
| else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 |
| && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) |
| op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2; |
| else |
| op_equal = settings->op[stage].aop == settings->op[stage].cop |
| && settings->op[stage].carg0 == settings->op[stage].aarg0 |
| && settings->op[stage].carg1 == settings->op[stage].aarg1 |
| && settings->op[stage].carg2 == settings->op[stage].aarg2; |
| |
| if (settings->op[stage].aop == WINED3D_TOP_DISABLE) |
| { |
| shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| } |
| else if (op_equal) |
| { |
| shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst, |
| settings->op[stage].cop, settings->op[stage].carg0, |
| settings->op[stage].carg1, settings->op[stage].carg2); |
| } |
| else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP |
| && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) |
| { |
| shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].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] = ffp_varying_specular * specular_enable + ret;\n"); |
| |
| 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, settings, gl_info); |
| list_init(&shader->linked_programs); |
| if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1) |
| ERR("Failed to insert ffp vertex shader.\n"); |
| |
| return shader; |
| } |
| |
| static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv, |
| const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args) |
| { |
| struct glsl_ffp_fragment_shader *glsl_desc; |
| const struct ffp_frag_desc *desc; |
| |
| if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args))) |
| return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry); |
| |
| if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc)))) |
| return NULL; |
| |
| glsl_desc->entry.settings = *args; |
| glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, 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 wined3d_d3d_info *d3d_info = context->d3d_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; |
| 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, d3d_info); |
| 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, |
| d3d_info->emulated_flatshading |
| && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info); |
| TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id); |
| GL_EXTCALL(glAttachShader(program_id, reorder_shader_id)); |
| checkGLcall("glAttachShader"); |
| /* Flag the reorder function for deletion, 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"); |
| |
| /* Texture unit mapping is set up to be the same each time the shader |
| * program is used so we can hardcode the sampler uniform values. */ |
| shader_glsl_load_samplers(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; |
| |
| /* FIXME: Check for the specific extensions required for SM5 support |
| * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as |
| * soon as we introduce them, adjusting the GL / GLSL version checks |
| * accordingly. */ |
| if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3]) |
| shader_model = 5; |
| else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2] |
| && gl_info->supported[ARB_SHADER_BIT_ENCODING] && 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_GLOBAL_FLAGS */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL, |
| /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_INPUT_PS */ NULL, |
| /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL, |
| /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL, |
| /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop, |
| /* WINED3DSIH_DCL_SAMPLER */ NULL, |
| /* WINED3DSIH_DCL_TEMPS */ 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_DSX_COARSE */ NULL, |
| /* WINED3DSIH_DSX_FINE */ NULL, |
| /* WINED3DSIH_DSY */ shader_glsl_map2gl, |
| /* WINED3DSIH_DSY_COARSE */ NULL, |
| /* WINED3DSIH_DSY_FINE */ NULL, |
| /* 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_FTOU */ shader_glsl_to_uint, |
| /* WINED3DSIH_GE */ shader_glsl_relop, |
| /* WINED3DSIH_IADD */ shader_glsl_binop, |
| /* WINED3DSIH_IEQ */ shader_glsl_relop, |
| /* WINED3DSIH_IF */ shader_glsl_if, |
| /* WINED3DSIH_IFC */ shader_glsl_ifc, |
| /* WINED3DSIH_IGE */ shader_glsl_relop, |
| /* WINED3DSIH_ILT */ shader_glsl_relop, |
| /* WINED3DSIH_IMAD */ shader_glsl_mad, |
| /* WINED3DSIH_IMAX */ shader_glsl_map2gl, |
| /* WINED3DSIH_IMIN */ shader_glsl_map2gl, |
| /* WINED3DSIH_IMUL */ shader_glsl_imul, |
| /* WINED3DSIH_INE */ shader_glsl_relop, |
| /* WINED3DSIH_INEG */ shader_glsl_unary_op, |
| /* WINED3DSIH_ISHL */ shader_glsl_binop, |
| /* WINED3DSIH_ITOF */ shader_glsl_to_float, |
| /* WINED3DSIH_LABEL */ shader_glsl_label, |
| /* WINED3DSIH_LD */ shader_glsl_ld, |
| /* WINED3DSIH_LD_STRUCTURED */ 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_NOT */ shader_glsl_unary_op, |
| /* WINED3DSIH_NRM */ shader_glsl_nrm, |
| /* WINED3DSIH_OR */ shader_glsl_binop, |
| /* WINED3DSIH_PHASE */ shader_glsl_nop, |
| /* WINED3DSIH_POW */ shader_glsl_pow, |
| /* WINED3DSIH_RCP */ shader_glsl_scalar_op, |
| /* WINED3DSIH_REP */ shader_glsl_rep, |
| /* WINED3DSIH_RESINFO */ shader_glsl_resinfo, |
| /* WINED3DSIH_RET */ shader_glsl_ret, |
| /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl, |
| /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl, |
| /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl, |
| /* WINED3DSIH_RSQ */ shader_glsl_scalar_op, |
| /* WINED3DSIH_SAMPLE */ shader_glsl_sample, |
| /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample, |
| /* WINED3DSIH_SAMPLE_C */ NULL, |
| /* WINED3DSIH_SAMPLE_C_LZ */ NULL, |
| /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample, |
| /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample, |
| /* 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 %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); |
| return; |
| } |
| hw_fct(ins); |
| |
| shader_glsl_add_instruction_modifiers(ins); |
| } |
| |
| static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv) |
| { |
| struct shader_glsl_priv *priv = shader_priv; |
| |
| return priv->ffp_proj_control; |
| } |
| |
| const struct wined3d_shader_backend_ops glsl_shader_backend = |
| { |
| shader_glsl_handle_instruction, |
| shader_glsl_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->emulated_flatshading = !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; |
| 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_nop(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) {} |
| |
| static void glsl_vertex_pipe_shader(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; |
| } |
| |
| static void glsl_vertex_pipe_vdecl(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| const struct wined3d_gl_info *gl_info = context->gl_info; |
| BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)); |
| 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) |
| || normal != context->last_was_normal) |
| context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; |
| |
| if (use_ps(state) |
| && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1 |
| && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3) |
| context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; |
| } |
| else |
| { |
| if (!context->last_was_vshader) |
| { |
| /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */ |
| for (i = 0; i < gl_info->limits.clipplanes; ++i) |
| clipplane(context, state, STATE_CLIPPLANE(i)); |
| } |
| } |
| |
| context->last_was_vshader = use_vs(state); |
| context->last_was_normal = normal; |
| } |
| |
| static void glsl_vertex_pipe_vs(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; |
| /* Different vertex shaders potentially require a different vertex attributes setup. */ |
| if (!isStateDirty(context, STATE_VDECL)) |
| context_apply_state(context, state, STATE_VDECL); |
| } |
| |
| static void glsl_vertex_pipe_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 void glsl_vertex_pipe_shademode(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX; |
| } |
| |
| 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 }, |
| {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_LEGACY_CONTEXT }, |
| {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, 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 void glsl_fragment_pipe_shademode(struct wined3d_context *context, |
| const struct wined3d_state *state, DWORD state_id) |
| { |
| context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL; |
| } |
| |
| static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] = |
| { |
| {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE }, |
| {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, |
| {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE }, |
| {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_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 }, |
| {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_LEGACY_CONTEXT}, |
| {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GL_EXT_NONE }, |
| {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE }, |
| }; |
| |
| static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context) |
| { |
| return TRUE; |
| } |
| |
| static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context) |
| { |
| } |
| |
| const struct fragment_pipeline glsl_fragment_pipe = |
| { |
| glsl_fragment_pipe_enable, |
| glsl_fragment_pipe_get_caps, |
| glsl_fragment_pipe_get_emul_mask, |
| glsl_fragment_pipe_alloc, |
| glsl_fragment_pipe_free, |
| glsl_fragment_pipe_alloc_context_data, |
| glsl_fragment_pipe_free_context_data, |
| shader_glsl_color_fixup_supported, |
| glsl_fragment_pipe_state_template, |
| }; |