/* * 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> #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_LOD 0x02 #define WINED3D_GLSL_SAMPLE_GRAD 0x04 #define WINED3D_GLSL_SAMPLE_LOAD 0x08 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10 static const struct { unsigned int coord_size; unsigned int resinfo_size; const char *type_part; } resource_type_info[] = { {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */ {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */ {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */ {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */ {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */ {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */ {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */ {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */ {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */ {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */ {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */ }; static const struct { enum wined3d_data_type data_type; const char *glsl_scalar_type; const char *glsl_vector_type; } component_type_info[] = { {WINED3D_DATA_FLOAT, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */ {WINED3D_DATA_UINT, "uint", "uvec"}, /* WINED3D_TYPE_UINT */ {WINED3D_DATA_INT, "int", "ivec"}, /* WINED3D_TYPE_INT */ {WINED3D_DATA_FLOAT, "float", "vec"}, /* WINED3D_TYPE_FLOAT */ }; struct glsl_dst_param { char reg_name[150]; char mask_str[6]; }; struct glsl_src_param { char param_str[200]; }; struct glsl_sample_function { struct wined3d_string_buffer *name; unsigned int coord_mask; unsigned int deriv_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; UINT next_constant_version; const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct wined3d_fragment_pipe_ops *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[WINED3D_MAX_VS_CONSTS_F]; GLint uniform_i_locations[WINED3D_MAX_CONSTS_I]; GLint uniform_b_locations[WINED3D_MAX_CONSTS_B]; GLint pos_fixup_location; GLint base_vertex_id_location; GLint modelview_matrix_location[MAX_VERTEX_BLENDS]; GLint projection_matrix_location; GLint normal_matrix_location; GLint texture_matrix_location[WINED3D_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[WINED3D_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; GLint clip_planes_location; }; struct glsl_hs_program { struct list shader_entry; GLuint id; }; struct glsl_ds_program { struct list shader_entry; GLuint id; GLint pos_fixup_location; }; struct glsl_gs_program { struct list shader_entry; GLuint id; GLint pos_fixup_location; }; struct glsl_ps_program { struct list shader_entry; GLuint id; GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F]; GLint uniform_i_locations[WINED3D_MAX_CONSTS_I]; GLint uniform_b_locations[WINED3D_MAX_CONSTS_B]; GLint bumpenv_mat_location[WINED3D_MAX_TEXTURES]; GLint bumpenv_lum_scale_location[WINED3D_MAX_TEXTURES]; GLint bumpenv_lum_offset_location[WINED3D_MAX_TEXTURES]; GLint tss_constant_location[WINED3D_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 alpha_test_ref_location; GLint ycorrection_location; GLint np2_fixup_location; GLint color_key_location; const struct ps_np2fixup_info *np2_fixup_info; }; struct glsl_cs_program { struct list shader_entry; GLuint id; }; /* 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_hs_program hs; struct glsl_ds_program ds; struct glsl_gs_program gs; struct glsl_ps_program ps; struct glsl_cs_program cs; GLuint id; DWORD constant_update_mask; unsigned int constant_version; DWORD shader_controlled_clip_distances : 1; DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ DWORD padding : 23; }; struct glsl_program_key { GLuint vs_id; GLuint hs_id; GLuint ds_id; GLuint gs_id; GLuint ps_id; GLuint cs_id; }; struct shader_glsl_ctx_priv { const struct wined3d_gl_info *gl_info; const struct vs_compile_args *cur_vs_args; const struct ds_compile_args *cur_ds_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; GLenum vertex_color_clamp; BOOL rasterization_disabled; }; 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_hs_compiled_shader { GLuint id; }; struct glsl_ds_compiled_shader { struct ds_compile_args args; GLuint id; }; struct glsl_gs_compiled_shader { struct gs_compile_args args; GLuint id; }; struct glsl_cs_compiled_shader { GLuint id; }; struct glsl_shader_private { union { struct glsl_vs_compiled_shader *vs; struct glsl_hs_compiled_shader *hs; struct glsl_ds_compiled_shader *ds; struct glsl_gs_compiled_shader *gs; struct glsl_ps_compiled_shader *ps; struct glsl_cs_compiled_shader *cs; } gl_shaders; unsigned int 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_context_gl *context_gl; }; static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx); 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_TESS_CONTROL_SHADER); WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER); WINED3D_TO_STR(GL_GEOMETRY_SHADER); WINED3D_TO_STR(GL_FRAGMENT_SHADER); WINED3D_TO_STR(GL_COMPUTE_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_HULL: return "hs"; case WINED3D_SHADER_TYPE_DOMAIN: return "ds"; case WINED3D_SHADER_TYPE_GEOMETRY: return "gs"; case WINED3D_SHADER_TYPE_PIXEL: return "ps"; case WINED3D_SHADER_TYPE_COMPUTE: return "cs"; default: FIXME("Unhandled shader type %#x.\n", type); return "unknown"; } } static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info) { if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 40)) return 440; else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)) return 150; else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30)) return 130; else return 120; } static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info) { shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info)); } static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info *gl_info) { /* On core profile we have to also count diffuse and specular colours and * the fog coordinate. */ return gl_info->limits.glsl_varyings >= (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1); } static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer, const float *values, unsigned int size, const struct wined3d_gl_info *gl_info) { const int *int_values = (const int *)values; unsigned int i; char str[17]; if (!gl_info->supported[ARB_SHADER_BIT_ENCODING]) { if (size > 1) shader_addline(buffer, "vec%u(", size); for (i = 0; i < size; ++i) { wined3d_ftoa(values[i], str); shader_addline(buffer, i ? ", %s" : "%s", str); } if (size > 1) shader_addline(buffer, ")"); return; } shader_addline(buffer, "intBitsToFloat("); if (size > 1) shader_addline(buffer, "ivec%u(", size); for (i = 0; i < size; ++i) { wined3d_ftoa(values[i], str); shader_addline(buffer, i ? ", %#x /* %s */" : "%#x /* %s */", int_values[i], str); } if (size > 1) shader_addline(buffer, ")"); shader_addline(buffer, ")"); } 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 = heap_alloc(length); /* The info log is supposed to be zero-terminated, but at least some * versions of fglrx don't terminate the string properly. The reported * length does include the terminator, so explicitly set it to zero * here. */ 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); } heap_free(log); } } /* Context activation is done by the caller. */ static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src) { const char *ptr, *line; TRACE("Compiling shader object %u.\n", shader); if (TRACE_ON(d3d_shader)) { ptr = src; while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line); } GL_EXTCALL(glShaderSource(shader, 1, &src, NULL)); checkGLcall("glShaderSource"); GL_EXTCALL(glCompileShader(shader)); checkGLcall("glCompileShader"); print_glsl_info_log(gl_info, shader, FALSE); } /* Context activation is done by the caller. */ static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program) { GLint i, shader_count, source_size = -1; GLuint *shaders; char *source = NULL; GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count)); if (!(shaders = heap_calloc(shader_count, sizeof(*shaders)))) { ERR("Failed to allocate shader array memory.\n"); return; } GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders)); for (i = 0; i < shader_count; ++i) { const char *ptr, *line; GLint tmp; GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp)); if (source_size < tmp) { heap_free(source); if (!(source = heap_alloc_zero(tmp))) { ERR("Failed to allocate %d bytes for shader source.\n", tmp); heap_free(shaders); return; } source_size = tmp; } FIXME("Shader %u:\n", shaders[i]); GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp)); FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp)); GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp)); FIXME(" GL_COMPILE_STATUS: %d.\n", tmp); FIXME("\n"); ptr = source; GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source)); while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line); FIXME("\n"); } heap_free(source); heap_free(shaders); } /* Context activation is done by the caller. */ void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) { GLint tmp; if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return; GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp)); if (!tmp) { FIXME("Program %u link status invalid.\n", program); shader_glsl_dump_program_source(gl_info, program); } print_glsl_info_log(gl_info, program, TRUE); } static BOOL shader_glsl_use_layout_qualifier(const struct wined3d_gl_info *gl_info) { /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL * versions. */ return shader_glsl_get_version(gl_info) >= 140; } static BOOL shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info *gl_info) { return gl_info->supported[ARB_SHADING_LANGUAGE_420PACK] && shader_glsl_use_layout_qualifier(gl_info); } static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps) { const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type); struct wined3d_string_buffer *name; unsigned int i, base, count; GLuint block_idx; if (shader_glsl_use_layout_binding_qualifier(gl_info)) return; name = string_buffer_get(&priv->string_buffers); wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count); for (i = 0; i < count; ++i) { if (!reg_maps->cb_sizes[i]) continue; string_buffer_sprintf(name, "block_%s_cb%u", prefix, i); block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer)); GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i)); } checkGLcall("glUniformBlockBinding"); string_buffer_release(&priv->string_buffers, name); } /* Context activation is done by the caller. */ static void shader_glsl_load_samplers_range(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, const char *prefix, unsigned int base, unsigned int count, const DWORD *tex_unit_map) { struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers); unsigned int i, mapped_unit; GLint name_loc; for (i = 0; i < count; ++i) { string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, i); name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer)); if (name_loc == -1) continue; mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i; if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers) { ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit); continue; } TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit); GL_EXTCALL(glUniform1i(name_loc, mapped_unit)); } checkGLcall("Load sampler bindings"); string_buffer_release(&priv->string_buffers, sampler_name); } static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context *context, const struct wined3d_shader_version *shader_version, unsigned int sampler_idx) { const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); const unsigned int *tex_unit_map; unsigned int base, count; tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl, shader_version, &base, &count); if (sampler_idx >= count) return WINED3D_UNMAPPED_STAGE; if (!tex_unit_map) return base + sampler_idx; return tex_unit_map[base + sampler_idx]; } static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer *buffer, const struct wined3d_context *context, const struct wined3d_shader_version *shader_version, unsigned int sampler_idx) { unsigned int mapped_unit = shader_glsl_map_tex_unit(context, shader_version, sampler_idx); if (mapped_unit != WINED3D_UNMAPPED_STAGE) shader_addline(buffer, "layout(binding = %u)\n", mapped_unit); else ERR("Unmapped sampler %u.\n", sampler_idx); } /* Context activation is done by the caller. */ static void shader_glsl_load_samplers(const struct wined3d_context *context, struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps) { const struct wined3d_context_gl *context_gl = wined3d_context_gl_const(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_shader_version *shader_version; const unsigned int *tex_unit_map; unsigned int base, count; const char *prefix; if (shader_glsl_use_layout_binding_qualifier(gl_info)) return; shader_version = reg_maps ? ®_maps->shader_version : NULL; prefix = shader_glsl_get_prefix(shader_version ? shader_version->type : WINED3D_SHADER_TYPE_PIXEL); tex_unit_map = wined3d_context_gl_get_tex_unit_mapping(context_gl, shader_version, &base, &count); shader_glsl_load_samplers_range(gl_info, priv, program_id, prefix, base, count, tex_unit_map); } static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps) { const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb; if (icb) { struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers); const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type); GLint icb_location; string_buffer_sprintf(icb_name, "%s_icb", prefix); icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer)); GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data)); checkGLcall("Load immediate constant buffer"); string_buffer_release(&priv->string_buffers, icb_name); } } /* Context activation is done by the caller. */ static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps) { const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type); struct wined3d_string_buffer *name; GLint location; unsigned int i; if (shader_glsl_use_layout_binding_qualifier(gl_info)) return; name = string_buffer_get(&priv->string_buffers); for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i) { if (!reg_maps->uav_resource_info[i].type) continue; string_buffer_sprintf(name, "%s_image%u", prefix, i); location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); if (location == -1) continue; TRACE("Loading image %s on unit %u.\n", name->buffer, i); GL_EXTCALL(glUniform1i(location, i)); } checkGLcall("Load image bindings"); string_buffer_release(&priv->string_buffers, name); } /* Context activation is done by the caller. */ static void shader_glsl_load_program_resources(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, GLuint program_id, const struct wined3d_shader *shader) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; shader_glsl_init_uniform_block_bindings(context_gl->gl_info, priv, program_id, reg_maps); shader_glsl_load_icb(context_gl->gl_info, priv, program_id, reg_maps); /* Texture unit mapping is set up to be the same each time the shader * program is used so we can hardcode the sampler uniform values. */ shader_glsl_load_samplers(&context_gl->c, priv, program_id, reg_maps); } static void append_transform_feedback_varying(const char **varyings, unsigned int *varying_count, char **strings, unsigned int *strings_length, struct wined3d_string_buffer *buffer) { if (varyings && *strings) { char *ptr = *strings; varyings[*varying_count] = ptr; memcpy(ptr, buffer->buffer, buffer->content_size + 1); ptr += buffer->content_size + 1; *strings = ptr; } *strings_length += buffer->content_size + 1; ++(*varying_count); } static void append_transform_feedback_skip_components(const char **varyings, unsigned int *varying_count, char **strings, unsigned int *strings_length, struct wined3d_string_buffer *buffer, unsigned int component_count) { unsigned int j; for (j = 0; j < component_count / 4; ++j) { string_buffer_sprintf(buffer, "gl_SkipComponents4"); append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer); } if (component_count % 4) { string_buffer_sprintf(buffer, "gl_SkipComponents%u", component_count % 4); append_transform_feedback_varying(varyings, varying_count, strings, strings_length, buffer); } } static BOOL shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer *buffer, const char **varyings, unsigned int *varying_count, char *strings, unsigned int *strings_length, GLenum buffer_mode, struct wined3d_shader *shader) { const struct wined3d_stream_output_desc *so_desc = shader->u.gs.so_desc; unsigned int buffer_idx, count, length, highest_output_slot, stride; unsigned int i, register_idx, component_idx; BOOL have_varyings_to_record = FALSE; count = length = 0; highest_output_slot = 0; for (buffer_idx = 0; buffer_idx < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++buffer_idx) { stride = 0; for (i = 0; i < so_desc->element_count; ++i) { const struct wined3d_stream_output_element *e = &so_desc->elements[i]; highest_output_slot = max(highest_output_slot, e->output_slot); if (e->output_slot != buffer_idx) continue; if (e->stream_idx) { FIXME("Unhandled stream %u.\n", e->stream_idx); continue; } stride += e->component_count; if (!e->semantic_name) { append_transform_feedback_skip_components(varyings, &count, &strings, &length, buffer, e->component_count); continue; } if (!shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx)) continue; if (component_idx || e->component_count != 4) { if (so_desc->rasterizer_stream_idx != WINED3D_NO_RASTERIZER_STREAM) { FIXME("Unsupported component range %u-%u.\n", component_idx, e->component_count); append_transform_feedback_skip_components(varyings, &count, &strings, &length, buffer, e->component_count); continue; } string_buffer_sprintf(buffer, "shader_in_out.reg%u_%u_%u", register_idx, component_idx, component_idx + e->component_count - 1); append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); } else { string_buffer_sprintf(buffer, "shader_in_out.reg%u", register_idx); append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); } have_varyings_to_record = TRUE; } if (buffer_idx < so_desc->buffer_stride_count && stride < so_desc->buffer_strides[buffer_idx] / 4) { unsigned int component_count = so_desc->buffer_strides[buffer_idx] / 4 - stride; append_transform_feedback_skip_components(varyings, &count, &strings, &length, buffer, component_count); } if (highest_output_slot <= buffer_idx) break; if (buffer_mode == GL_INTERLEAVED_ATTRIBS) { string_buffer_sprintf(buffer, "gl_NextBuffer"); append_transform_feedback_varying(varyings, &count, &strings, &length, buffer); } } if (varying_count) *varying_count = count; if (strings_length) *strings_length = length; return have_varyings_to_record; } static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, GLuint program_id, struct wined3d_shader *shader) { const struct wined3d_stream_output_desc *so_desc = shader->u.gs.so_desc; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_string_buffer *buffer; unsigned int i, count, length; const char **varyings; char *strings; GLenum mode; if (!so_desc) return; if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3]) { mode = GL_INTERLEAVED_ATTRIBS; } else { unsigned int element_count[WINED3D_MAX_STREAM_OUTPUT_BUFFERS] = {0}; for (i = 0; i < so_desc->element_count; ++i) { if (!so_desc->elements[i].semantic_name) { FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n"); return; } ++element_count[so_desc->elements[i].output_slot]; } if (element_count[0] == so_desc->element_count) { mode = GL_INTERLEAVED_ATTRIBS; } else { mode = GL_SEPARATE_ATTRIBS; for (i = 0; i < ARRAY_SIZE(element_count); ++i) { if (element_count[i] != 1) break; } for (; i < ARRAY_SIZE(element_count); ++i) { if (element_count[i]) { FIXME("Only single element per buffer is allowed in separate mode.\n"); return; } } } } buffer = string_buffer_get(&priv->string_buffers); if (!shader_glsl_generate_transform_feedback_varyings(buffer, NULL, &count, NULL, &length, mode, shader)) { FIXME("No varyings to record, disabling transform feedback.\n"); shader->u.gs.so_desc = NULL; string_buffer_release(&priv->string_buffers, buffer); return; } if (!(varyings = heap_calloc(count, sizeof(*varyings)))) { ERR("Out of memory.\n"); string_buffer_release(&priv->string_buffers, buffer); return; } if (!(strings = heap_calloc(length, sizeof(*strings)))) { ERR("Out of memory.\n"); heap_free(varyings); string_buffer_release(&priv->string_buffers, buffer); return; } shader_glsl_generate_transform_feedback_varyings(buffer, varyings, NULL, strings, NULL, mode, shader); GL_EXTCALL(glTransformFeedbackVaryings(program_id, count, varyings, mode)); checkGLcall("glTransformFeedbackVaryings"); heap_free(varyings); heap_free(strings); string_buffer_release(&priv->string_buffers, buffer); } /* Context activation is done by the caller. */ static void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version) { unsigned int start = ~0U, end = 0; int stack_idx = 0; unsigned int heap_idx = 1; unsigned int idx; if (heap->entries[heap_idx].version <= version) return; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) start = end = idx; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; while (stack_idx >= 0) { /* Note that we fall through to the next case statement. */ switch(stack[stack_idx]) { case HEAP_NODE_TRAVERSE_LEFT: { unsigned int left_idx = heap_idx << 1; if (left_idx < heap->size && heap->entries[left_idx].version > version) { heap_idx = left_idx; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) { if (start > idx) start = idx; if (end < idx) end = idx; } stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_TRAVERSE_RIGHT: { unsigned int right_idx = (heap_idx << 1) + 1; if (right_idx < heap->size && heap->entries[right_idx].version > version) { heap_idx = right_idx; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) { if (start > idx) start = idx; if (end < idx) end = idx; } stack[stack_idx++] = HEAP_NODE_POP; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_POP: heap_idx >>= 1; --stack_idx; break; } } if (start <= end) GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x)); checkGLcall("walk_constant_heap()"); } /* Context activation is done by the caller. */ static void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const struct wined3d_vec4 *data) { GLfloat clamped_constant[4]; if (location == -1) return; clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x; clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y; clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z; clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w; GL_EXTCALL(glUniform4fv(location, 1, clamped_constant)); } /* Context activation is done by the caller. */ static void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version) { int stack_idx = 0; unsigned int heap_idx = 1; unsigned int idx; if (heap->entries[heap_idx].version <= version) return; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]); stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; while (stack_idx >= 0) { /* Note that we fall through to the next case statement. */ switch(stack[stack_idx]) { case HEAP_NODE_TRAVERSE_LEFT: { unsigned int left_idx = heap_idx << 1; if (left_idx < heap->size && heap->entries[left_idx].version > version) { heap_idx = left_idx; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]); stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_TRAVERSE_RIGHT: { unsigned int right_idx = (heap_idx << 1) + 1; if (right_idx < heap->size && heap->entries[right_idx].version > version) { heap_idx = right_idx; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]); stack[stack_idx++] = HEAP_NODE_POP; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_POP: heap_idx >>= 1; --stack_idx; break; } } checkGLcall("walk_constant_heap_clamped()"); } /* Context activation is done by the caller. */ static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, unsigned int version) { const struct wined3d_shader_lconst *lconst; /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */ if (shader->reg_maps.shader_version.major == 1 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL) walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version); else walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version); if (!shader->load_local_constsF) { TRACE("No need to load local float constants for this shader.\n"); return; } /* Immediate constants are clamped to [-1;1] at shader creation time if needed */ LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value)); } checkGLcall("glUniform4fv()"); } /* Context activation is done by the caller. */ static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set) { unsigned int i; struct list* ptr; for (i = 0; constants_set; constants_set >>= 1, ++i) { if (!(constants_set & 1)) continue; /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x)); } /* Load immediate constants */ ptr = list_head(&shader->constantsI); while (ptr) { const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry); unsigned int idx = lconst->idx; const GLint *values = (const GLint *)lconst->value; /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4iv(locations[idx], 1, values)); ptr = list_next(&shader->constantsI, ptr); } checkGLcall("glUniform4iv()"); } /* Context activation is done by the caller. */ static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info, const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set) { unsigned int i; struct list* ptr; for (i = 0; constants_set; constants_set >>= 1, ++i) { if (!(constants_set & 1)) continue; GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i])); } /* Load immediate constants */ ptr = list_head(&shader->constantsB); while (ptr) { const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry); unsigned int idx = lconst->idx; const GLint *values = (const GLint *)lconst->value; GL_EXTCALL(glUniform1iv(locations[idx], 1, values)); ptr = list_next(&shader->constantsB, ptr); } checkGLcall("glUniform1iv()"); } static void reset_program_constant_version(struct wine_rb_entry *entry, void *context) { WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0; } /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) { struct { float sx, sy; } np2fixup_constants[WINED3D_MAX_FRAGMENT_SAMPLERS]; UINT fixup = ps->np2_fixup_info->active; UINT i; for (i = 0; fixup; fixup >>= 1, ++i) { const struct wined3d_texture *tex = state->textures[i]; unsigned char idx = ps->np2_fixup_info->idx[i]; if (!tex) { ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n"); continue; } np2fixup_constants[idx].sx = tex->pow2_matrix[0]; np2fixup_constants[idx].sy = tex->pow2_matrix[5]; } GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx)); } static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) { struct wined3d_matrix temp; unsigned int i, j; for (i = 0; i < 4; ++i) for (j = 0; j < 4; ++j) (&temp._11)[4 * j + i] = (&m->_11)[4 * i + j]; *out = temp; } static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_matrix mv; float mat[3 * 3]; if (prog->vs.normal_matrix_location == -1) return; get_modelview_matrix(&context_gl->c, state, 0, &mv); compute_normal_matrix(mat, context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING, &mv); 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_gl *context_gl, const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_matrix mat; if (tex >= WINED3D_MAX_TEXTURES) return; if (prog->vs.texture_matrix_location[tex] == -1) return; get_texture_matrix(&context_gl->c, 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_gl *context_gl, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->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_gl *context_gl, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->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 shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info, struct glsl_shader_prog_link *prog) { const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW]; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_vec4 vec4; GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r)); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r)); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r)); switch (light_info->OriginalParms.type) { case WINED3D_LIGHT_POINT: wined3d_vec4_transform(&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: wined3d_vec4_transform(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x)); wined3d_vec4_transform(&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: wined3d_vec4_transform(&vec4, &light_info->direction, view); GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x)); break; case WINED3D_LIGHT_PARALLELPOINT: wined3d_vec4_transform(&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_gl *context_gl, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; float size, att[3]; float min, max; get_pointsize_minmax(&context_gl->c, 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_gl->c, 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_gl *context_gl, const struct wined3d_state *state, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->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_gl->c, state, &start, &end); scale = 1.0f / (end - start); GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end)); GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale)); checkGLcall("fog emulation uniforms"); } static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_matrix matrix; struct wined3d_vec4 plane; plane = state->clip_planes[index]; /* Clip planes are affected by the view transform in d3d for FFP draws. */ if (!use_vs(state)) { invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]); transpose_matrix(&matrix, &matrix); wined3d_vec4_transform(&plane, &plane, &matrix); } GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x)); } /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps, const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) { struct wined3d_color float_key[2]; const struct wined3d_texture *texture = state->textures[0]; wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key); GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r)); } /* Context activation is done by the caller (state handler). */ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL]; const struct glsl_context_data *ctx_data = context->shader_backend_data; struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct glsl_shader_prog_link *prog = ctx_data->glsl_program; const struct wined3d_gl_info *gl_info = context_gl->gl_info; float position_fixup[4 * WINED3D_MAX_VIEWPORTS]; struct shader_glsl_priv *priv = shader_priv; unsigned int constant_version; DWORD update_mask; int i; /* No GLSL program set - nothing to do. */ if (!prog) return; constant_version = prog->constant_version; update_mask = context->constant_update_mask & prog->constant_update_mask; if (update_mask & WINED3D_SHADER_CONST_VS_F) shader_glsl_load_constants_f(vshader, gl_info, state->vs_consts_f, prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version); if (update_mask & WINED3D_SHADER_CONST_VS_I) shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i, prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants); if (update_mask & WINED3D_SHADER_CONST_VS_B) shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b, vshader->reg_maps.boolean_constants); if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES) { for (i = 0; i < gl_info->limits.user_clip_distances; ++i) shader_glsl_clip_plane_uniform(context_gl, state, i, prog); } if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE) shader_glsl_pointsize_uniform(context_gl, state, prog); if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP) { unsigned int fixup_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ? max(state->viewport_count, 1) : 1; shader_get_position_fixup(context, state, fixup_count, position_fixup); if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, fixup_count, position_fixup)); else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN]) GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup)); else GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup)); checkGLcall("glUniform4fv"); } if (update_mask & WINED3D_SHADER_CONST_BASE_VERTEX_ID) { GL_EXTCALL(glUniform1i(prog->vs.base_vertex_id_location, state->base_vertex_index)); checkGLcall("base vertex id"); } if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW) { struct wined3d_matrix mat; get_modelview_matrix(context, state, 0, &mat); GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv"); shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl, state, prog); } if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND) { struct wined3d_matrix mat; for (i = 1; i < MAX_VERTEX_BLENDS; ++i) { if (prog->vs.modelview_matrix_location[i] == -1) break; get_modelview_matrix(context, state, i, &mat); GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11)); checkGLcall("glUniformMatrix4fv"); } } if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ) { struct wined3d_matrix projection; get_projection_matrix(context, state, &projection); GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11)); checkGLcall("glUniformMatrix4fv"); } if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX) { for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) shader_glsl_ffp_vertex_texmatrix_uniform(context_gl, state, i, prog); } if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL) shader_glsl_ffp_vertex_material_uniform(context_gl, state, prog); if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS) { unsigned int point_idx, spot_idx, directional_idx, parallel_point_idx; DWORD point_count = 0; DWORD spot_count = 0; DWORD directional_count = 0; DWORD parallel_point_count = 0; for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { if (!state->light_state.lights[i]) continue; switch (state->light_state.lights[i]->OriginalParms.type) { case WINED3D_LIGHT_POINT: ++point_count; break; case WINED3D_LIGHT_SPOT: ++spot_count; break; case WINED3D_LIGHT_DIRECTIONAL: ++directional_count; break; case WINED3D_LIGHT_PARALLELPOINT: ++parallel_point_count; break; default: FIXME("Unhandled light type %#x.\n", state->light_state.lights[i]->OriginalParms.type); break; } } point_idx = 0; spot_idx = point_idx + point_count; directional_idx = spot_idx + spot_count; parallel_point_idx = directional_idx + directional_count; shader_glsl_ffp_vertex_lightambient_uniform(context_gl, state, prog); for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { const struct wined3d_light_info *light_info = state->light_state.lights[i]; unsigned int idx; if (!light_info) continue; switch (light_info->OriginalParms.type) { case WINED3D_LIGHT_POINT: idx = point_idx++; break; case WINED3D_LIGHT_SPOT: idx = spot_idx++; break; case WINED3D_LIGHT_DIRECTIONAL: idx = directional_idx++; break; case WINED3D_LIGHT_PARALLELPOINT: idx = parallel_point_idx++; break; default: FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type); continue; } shader_glsl_ffp_vertex_light_uniform(context_gl, state, idx, light_info, prog); } } if (update_mask & WINED3D_SHADER_CONST_PS_F) shader_glsl_load_constants_f(pshader, gl_info, state->ps_consts_f, prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version); if (update_mask & WINED3D_SHADER_CONST_PS_I) shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i, prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants); if (update_mask & WINED3D_SHADER_CONST_PS_B) shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b, pshader->reg_maps.boolean_constants); if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV) { for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (prog->ps.bumpenv_mat_location[i] == -1) continue; GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0, (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00])); if (prog->ps.bumpenv_lum_scale_location[i] != -1) { GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1, (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE])); GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1, (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET])); } } checkGLcall("bump env uniforms"); } if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR) { const struct wined3d_vec4 correction_params = { /* Position is relative to the framebuffer, not the viewport. */ context->render_offscreen ? 0.0f : (float)state->fb.render_targets[0]->height, context->render_offscreen ? 1.0f : -1.0f, 0.0f, 0.0f, }; GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x)); } if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP) shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state); if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY) shader_glsl_load_color_key_constant(&prog->ps, gl_info, state); if (update_mask & WINED3D_SHADER_CONST_FFP_PS) { struct wined3d_color color; if (prog->ps.tex_factor_location != -1) { wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]); GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r)); } if (state->render_states[WINED3D_RS_SPECULARENABLE]) GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f)); else GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f)); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (prog->ps.tss_constant_location[i] == -1) continue; wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]); GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r)); } checkGLcall("fixed function uniforms"); } if (update_mask & WINED3D_SHADER_CONST_PS_FOG) shader_glsl_load_fog_uniform(context_gl, state, prog); if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST) { float ref = wined3d_alpha_ref(state); GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref)); checkGLcall("alpha test emulation uniform"); } if (priv->next_constant_version == UINT_MAX) { TRACE("Max constant version reached, resetting to 0.\n"); wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL); priv->next_constant_version = 1; } else { prog->constant_version = priv->next_constant_version++; } } static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version) { struct constant_entry *entries = heap->entries; unsigned int *positions = heap->positions; unsigned int heap_idx, parent_idx; if (!heap->contained[idx]) { heap_idx = heap->size++; heap->contained[idx] = TRUE; } else { heap_idx = positions[idx]; } while (heap_idx > 1) { parent_idx = heap_idx >> 1; if (new_version <= entries[parent_idx].version) break; entries[heap_idx] = entries[parent_idx]; positions[entries[parent_idx].idx] = heap_idx; heap_idx = parent_idx; } entries[heap_idx].version = new_version; entries[heap_idx].idx = idx; positions[idx] = heap_idx; } static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) { struct shader_glsl_priv *priv = device->shader_priv; struct constant_heap *heap = &priv->vconst_heap; UINT i; for (i = start; i < count + start; ++i) { update_heap_entry(heap, i, priv->next_constant_version); } } static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) { struct shader_glsl_priv *priv = device->shader_priv; struct constant_heap *heap = &priv->pconst_heap; UINT i; for (i = start; i < count + start; ++i) { update_heap_entry(heap, i, priv->next_constant_version); } } static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info) { unsigned int ret = gl_info->limits.glsl_varyings / 4; /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */ if(shader_major > 3) return ret; /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */ if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1; return ret; } static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info) { return gl_info->glsl_version < MAKEDWORD_VERSION(1, 30); } static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info) { return gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION] && shader_glsl_use_layout_qualifier(gl_info) && !needs_legacy_glsl_syntax(gl_info); } static BOOL shader_glsl_use_interface_blocks(const struct wined3d_gl_info *gl_info) { return shader_glsl_get_version(gl_info) >= 150; } static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info) { return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in"; } static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...) { va_list args; int ret; shader_addline(buffer, "%s%s ", flat ? "flat " : "", needs_legacy_glsl_syntax(gl_info) ? "varying" : "in"); for (;;) { va_start(args, format); ret = shader_vaddline(buffer, format, args); va_end(args); if (!ret) return; if (!string_buffer_resize(buffer, ret)) return; } } static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...) { va_list args; int ret; shader_addline(buffer, "%s%s ", flat ? "flat " : "", needs_legacy_glsl_syntax(gl_info) ? "varying" : "out"); for (;;) { va_start(args, format); ret = shader_vaddline(buffer, format, args); va_end(args); if (!ret) return; if (!string_buffer_resize(buffer, ret)) return; } } static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info *gl_info) { return shader_glsl_use_interface_blocks(gl_info) ? "shader_in.reg" : "ps_link"; } static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info *gl_info) { return shader_glsl_use_interface_blocks(gl_info) ? "shader_out.reg" : "ps_link"; } static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode) { switch (mode) { case WINED3DSIM_CONSTANT: return "flat "; case WINED3DSIM_LINEAR_NOPERSPECTIVE: return "noperspective "; default: FIXME("Unhandled interpolation mode %#x.\n", mode); case WINED3DSIM_NONE: case WINED3DSIM_LINEAR: return ""; } } static enum wined3d_shader_interpolation_mode wined3d_extract_interpolation_mode( const DWORD *packed_interpolation_mode, unsigned int register_idx) { return wined3d_extract_bits(packed_interpolation_mode, register_idx * WINED3D_PACKED_INTERPOLATION_BIT_COUNT, WINED3D_PACKED_INTERPOLATION_BIT_COUNT); } static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, unsigned int element_count, const DWORD *interpolation_mode, BOOL unroll) { enum wined3d_shader_interpolation_mode mode; unsigned int i; if (shader_glsl_use_interface_blocks(gl_info)) { if (unroll) { shader_addline(buffer, "in shader_in_out {\n"); for (i = 0; i < element_count; ++i) { mode = wined3d_extract_interpolation_mode(interpolation_mode, i); shader_addline(buffer, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode), i); } shader_addline(buffer, "} shader_in;\n"); } else { shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count); } } else { declare_in_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count); } } static BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info) { /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in * fragment shaders. In older GLSL versions interpolation qualifiers must * match between shader stages. */ return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40); } static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, unsigned int element_count, BOOL rasterizer_setup, const DWORD *interpolation_mode) { enum wined3d_shader_interpolation_mode mode; unsigned int i; if (shader_glsl_use_interface_blocks(gl_info)) { if (rasterizer_setup) { shader_addline(buffer, "out shader_in_out {\n"); for (i = 0; i < element_count; ++i) { const char *interpolation_qualifiers = ""; if (needs_interpolation_qualifiers_for_shader_outputs(gl_info)) { mode = wined3d_extract_interpolation_mode(interpolation_mode, i); interpolation_qualifiers = shader_glsl_interpolation_qualifiers(mode); } shader_addline(buffer, " %svec4 reg%u;\n", interpolation_qualifiers, i); } shader_addline(buffer, "} shader_out;\n"); } else { shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count); } } else { declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", element_count); } } static BOOL use_legacy_fragment_output(const struct wined3d_gl_info *gl_info) { /* Technically 1.30 does support user-defined fragment shader outputs but * we might not have glBindFragDataLocation() available (i.e. GL version * might be < 3.0). */ return gl_info->glsl_version <= MAKEDWORD_VERSION(1, 30); } static const char *get_fragment_output(const struct wined3d_gl_info *gl_info) { return use_legacy_fragment_output(gl_info) ? "gl_FragData" : "ps_out"; } static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) { switch (primitive_type) { case WINED3D_PT_POINTLIST: return "points"; case WINED3D_PT_LINELIST: return "lines"; case WINED3D_PT_LINESTRIP: return "line_strip"; case WINED3D_PT_TRIANGLELIST: return "triangles"; case WINED3D_PT_TRIANGLESTRIP: return "triangle_strip"; case WINED3D_PT_LINELIST_ADJ: return "lines_adjacency"; case WINED3D_PT_TRIANGLELIST_ADJ: return "triangles_adjacency"; default: FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type)); return ""; } } static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx) { const struct wined3d_shader_signature *input_signature = &shader->input_signature; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; DWORD input_reg_used = shader->u.ps.input_reg_used; unsigned int i; if (reg_maps->shader_version.major < 3) return input_reg_used & (1u << idx); for (i = 0; i < input_signature->element_count; ++i) { const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; if (!(reg_maps->input_registers & (1u << input->register_idx))) continue; if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR) && input->semantic_idx == idx) return input_reg_used & (1u << input->register_idx); } return FALSE; } static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader, const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx) { const struct wined3d_shader_version *version = &shader->reg_maps.shader_version; if (version->major >= 4) return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx); else return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx)); } static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type, unsigned int index) { shader_addline(buffer, "%s %s4 vs_in_%s%u;\n", get_attribute_keyword(gl_info), vector_type, scalar_type, index); shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n", index, scalar_type, scalar_type, index); } static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e) { unsigned int index = e->register_idx; enum wined3d_component_type type; if (e->sysval_semantic == WINED3D_SV_VERTEX_ID) { shader_addline(buffer, "uniform int base_vertex_id;\n"); shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index); return; } if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID) { shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n", index); return; } if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION) FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic); if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "layout(location = %u) ", index); type = e->component_type; if ((unsigned int)type >= ARRAY_SIZE(component_type_info)) { FIXME("Unhandled type %#x.\n", type); type = WINED3D_TYPE_FLOAT; } if (type == WINED3D_TYPE_FLOAT || type == WINED3D_TYPE_UNKNOWN) shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index); else shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, component_type_info[type].glsl_vector_type, component_type_info[type].glsl_scalar_type, index); } /** Generate the variable & register declarations for the GLSL output target */ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *context_gl, 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->gl_info; const struct wined3d_shader_indexable_temp *idx_temp_reg; unsigned int uniform_block_base, uniform_block_count; enum wined3d_shader_resource_type resource_type; const struct wined3d_shader_lconst *lconst; const char *prefix; unsigned int i; DWORD map; if (wined3d_settings.strict_shader_math) shader_addline(buffer, "#pragma optionNV(fastmath off)\n"); prefix = shader_glsl_get_prefix(version->type); /* Prototype the subroutines */ for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i); } /* Declare the constants (aka uniforms) */ if (shader->limits->constant_float > 0) { unsigned max_constantsF; /* Unless the shader uses indirect addressing, always declare the * maximum array size and ignore that we need some uniforms privately. * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup * and immediate values, still declare VC[256]. If the shader needs * more uniforms than we have it won't work in any case. If it uses * less, the compiler will figure out which uniforms are really used * and strip them out. This allows a shader to use c255 on a dx9 card, * as long as it doesn't also use all the other constants. * * If the shader uses indirect addressing the compiler must assume * that all declared uniforms are used. In this case, declare only the * amount that we're assured to have. * * Thus we run into problems in these two cases: * 1) The shader really uses more uniforms than supported. * 2) The shader uses indirect addressing, less constants than * supported, but uses a constant index > #supported consts. */ if (version->type == WINED3D_SHADER_TYPE_PIXEL) { /* No indirect addressing here. */ max_constantsF = gl_info->limits.glsl_ps_float_constants; } else { if (reg_maps->usesrelconstF) { /* Subtract the other potential uniforms from the max * available (bools, ints, and 1 row of projection matrix). * Subtract another uniform for immediate values, which have * to be loaded via uniform by the driver as well. The shader * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex * shader code, so one vec4 should be enough. (Unfortunately * the Nvidia driver doesn't store 128 and -128 in one float). * * Writing gl_ClipVertex requires one uniform for each * clipplane as well. */ max_constantsF = gl_info->limits.glsl_vs_float_constants - 3; if (vs_args->clip_enabled) max_constantsF -= gl_info->limits.user_clip_distances; max_constantsF -= wined3d_popcount(reg_maps->integer_constants); /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly, * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but * for now take this into account when calculating the number of available constants */ max_constantsF -= wined3d_popcount(reg_maps->boolean_constants); /* Set by driver quirks in directx.c */ max_constantsF -= gl_info->reserved_glsl_constants; if (max_constantsF < shader->limits->constant_float) { static unsigned int once; if (!once++) ERR_(winediag)("The hardware does not support enough uniform components to run this shader," " it may not render correctly.\n"); else WARN("The hardware does not support enough uniform components to run this shader.\n"); } } else { max_constantsF = gl_info->limits.glsl_vs_float_constants; } } max_constantsF = min(shader->limits->constant_float, max_constantsF); shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF); } /* Always declare the full set of constants, the compiler can remove the * unused ones because d3d doesn't (yet) support indirect int and bool * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */ if (shader->limits->constant_int > 0 && reg_maps->integer_constants) shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int); if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants) shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool); /* Declare immediate constant buffer */ if (reg_maps->icb) shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count); /* Declare constant buffers */ wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, version->type, &uniform_block_base, &uniform_block_count); for (i = 0; i < min(uniform_block_count, WINED3D_MAX_CBS); ++i) { if (reg_maps->cb_sizes[i]) { shader_addline(buffer, "layout(std140"); if (shader_glsl_use_layout_binding_qualifier(gl_info)) shader_addline(buffer, ", binding = %u", uniform_block_base + i); shader_addline(buffer, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n", prefix, i, prefix, i, reg_maps->cb_sizes[i]); } } /* Declare texture samplers */ for (i = 0; i < reg_maps->sampler_map.count; ++i) { struct wined3d_shader_sampler_map_entry *entry; const char *sampler_type_prefix, *sampler_type; BOOL shadow_sampler, tex_rect; entry = ®_maps->sampler_map.entries[i]; if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info)) { ERR("Invalid resource index %u.\n", entry->resource_idx); continue; } switch (reg_maps->resource_info[entry->resource_idx].data_type) { case WINED3D_DATA_FLOAT: case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: sampler_type_prefix = ""; break; case WINED3D_DATA_INT: sampler_type_prefix = "i"; break; case WINED3D_DATA_UINT: sampler_type_prefix = "u"; break; default: sampler_type_prefix = ""; ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type); break; } shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx); resource_type = version->type == WINED3D_SHADER_TYPE_PIXEL ? pixelshader_get_resource_type(reg_maps, entry->resource_idx, ps_args->tex_types) : reg_maps->resource_info[entry->resource_idx].type; switch (resource_type) { case WINED3D_SHADER_RESOURCE_BUFFER: sampler_type = "samplerBuffer"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_1D: if (shadow_sampler) sampler_type = "sampler1DShadow"; else sampler_type = "sampler1D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2D: tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->np2_fixup & (1u << entry->resource_idx)) && gl_info->supported[ARB_TEXTURE_RECTANGLE]; if (shadow_sampler) { if (tex_rect) sampler_type = "sampler2DRectShadow"; else sampler_type = "sampler2DShadow"; } else { if (tex_rect) sampler_type = "sampler2DRect"; else sampler_type = "sampler2D"; } break; case WINED3D_SHADER_RESOURCE_TEXTURE_3D: if (shadow_sampler) FIXME("Unsupported 3D shadow sampler.\n"); sampler_type = "sampler3D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE: if (shadow_sampler) sampler_type = "samplerCubeShadow"; else sampler_type = "samplerCube"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY: if (shadow_sampler) sampler_type = "sampler1DArrayShadow"; else sampler_type = "sampler1DArray"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY: if (shadow_sampler) sampler_type = "sampler2DArrayShadow"; else sampler_type = "sampler2DArray"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY: if (shadow_sampler) sampler_type = "samplerCubeArrayShadow"; else sampler_type = "samplerCubeArray"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS: sampler_type = "sampler2DMS"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY: sampler_type = "sampler2DMSArray"; break; default: sampler_type = "unsupported_sampler"; FIXME("Unhandled resource type %#x.\n", resource_type); break; } if (shader_glsl_use_layout_binding_qualifier(gl_info)) shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, version, entry->bind_idx); shader_addline(buffer, "uniform %s%s %s_sampler%u;\n", sampler_type_prefix, sampler_type, prefix, entry->bind_idx); } /* Declare images */ for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i) { const char *image_type_prefix, *image_type, *read_format; if (!reg_maps->uav_resource_info[i].type) continue; switch (reg_maps->uav_resource_info[i].data_type) { case WINED3D_DATA_FLOAT: case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: image_type_prefix = ""; read_format = "r32f"; break; case WINED3D_DATA_INT: image_type_prefix = "i"; read_format = "r32i"; break; case WINED3D_DATA_UINT: image_type_prefix = "u"; read_format = "r32ui"; break; default: image_type_prefix = ""; read_format = ""; ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type); break; } switch (reg_maps->uav_resource_info[i].type) { case WINED3D_SHADER_RESOURCE_BUFFER: image_type = "imageBuffer"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_1D: image_type = "image1D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2D: image_type = "image2D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_3D: image_type = "image3D"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY: image_type = "image1DArray"; break; case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY: image_type = "image2DArray"; break; default: image_type = "unsupported_image"; FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type); break; } if (shader_glsl_use_layout_binding_qualifier(gl_info)) shader_addline(buffer, "layout(binding = %u)\n", i); if (reg_maps->uav_read_mask & (1u << i)) shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n", read_format, image_type_prefix, image_type, prefix, i); else shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n", image_type_prefix, image_type, prefix, i); if (reg_maps->uav_counter_mask & (1u << i)) shader_addline(buffer, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n", i, prefix, i); } /* Declare address variables */ for (i = 0, map = reg_maps->address; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i); } /* Declare output register temporaries */ if (shader->limits->packed_output) shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output); /* Declare temporary variables */ if (reg_maps->temporary_count) { for (i = 0; i < reg_maps->temporary_count; ++i) shader_addline(buffer, "vec4 R%u;\n", i); } else if (version->major < 4) { for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i) { if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i); } } /* Declare indexable temporary variables */ LIST_FOR_EACH_ENTRY(idx_temp_reg, ®_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry) { if (idx_temp_reg->component_count != 4) FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count); shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size); } /* Declare loop registers aLx */ if (version->major < 4) { for (i = 0; i < reg_maps->loop_depth; ++i) { shader_addline(buffer, "int aL%u;\n", i); shader_addline(buffer, "int tmpInt%u;\n", i); } } /* Temporary variables for matrix operations */ shader_addline(buffer, "vec4 tmp0;\n"); shader_addline(buffer, "vec4 tmp1;\n"); if (gl_info->supported[ARB_GPU_SHADER5]) shader_addline(buffer, "precise vec4 tmp_precise[2];\n"); else shader_addline(buffer, "/* precise */ vec4 tmp_precise[2];\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_vec(buffer, (const float *)lconst->value, ARRAY_SIZE(lconst->value), gl_info); shader_addline(buffer, ";\n"); } } } /* Prototypes */ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *ctx, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src, enum wined3d_data_type data_type); /** Used for opcode modifiers - They multiply the result by the specified amount */ static const char * const shift_glsl_tab[] = { "", /* 0 (none) */ "2.0 * ", /* 1 (x2) */ "4.0 * ", /* 2 (x4) */ "8.0 * ", /* 3 (x8) */ "16.0 * ", /* 4 (x16) */ "32.0 * ", /* 5 (x32) */ "", /* 6 (x64) */ "", /* 7 (x128) */ "", /* 8 (d256) */ "", /* 9 (d128) */ "", /* 10 (d64) */ "", /* 11 (d32) */ "0.0625 * ", /* 12 (d16) */ "0.125 * ", /* 13 (d8) */ "0.25 * ", /* 14 (d4) */ "0.5 * " /* 15 (d2) */ }; /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str) { switch (src_modifier) { case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */ case WINED3DSPSM_DW: case WINED3DSPSM_NONE: sprintf(out_str, "%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_NEG: sprintf(out_str, "-%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_NOT: sprintf(out_str, "!%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_BIAS: sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case WINED3DSPSM_BIASNEG: sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case WINED3DSPSM_SIGN: sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case WINED3DSPSM_SIGNNEG: sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case WINED3DSPSM_COMP: sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_X2: sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_X2NEG: sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_ABS: sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_ABSNEG: sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); break; default: FIXME("Unhandled modifier %u\n", src_modifier); sprintf(out_str, "%s%s", in_reg, in_regswizzle); } } static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer *register_name, const char *glsl_variable, const struct wined3d_gl_info *gl_info) { /* The ARB_shading_language_420pack extension allows swizzle operations on * scalars. */ if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK]) string_buffer_sprintf(register_name, "%s", glsl_variable); else string_buffer_sprintf(register_name, "ivec2(%s, 0)", glsl_variable); } /** Writes the GLSL variable name that corresponds to the register that the * DX opcode parameter is trying to access */ static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg, enum wined3d_data_type data_type, struct wined3d_string_buffer *register_name, BOOL *is_swizzled, const struct wined3d_shader_context *ctx) { /* oPos, oFog and oPts in D3D */ static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"}; const struct wined3d_shader *shader = ctx->shader; const struct wined3d_shader_reg_maps *reg_maps = ctx->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; const struct shader_glsl_ctx_priv *priv = ctx->backend_data; const char *prefix = shader_glsl_get_prefix(version->type); const struct wined3d_gl_info *gl_info = priv->gl_info; struct glsl_src_param rel_param0, rel_param1; if (reg->idx[0].offset != ~0u && reg->idx[0].rel_addr) shader_glsl_add_src_param_ext(ctx, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0, reg->idx[0].rel_addr->reg.data_type); if (reg->idx[1].offset != ~0u && reg->idx[1].rel_addr) shader_glsl_add_src_param_ext(ctx, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1, reg->idx[1].rel_addr->reg.data_type); if (is_swizzled) *is_swizzled = FALSE; switch (reg->type) { case WINED3DSPR_TEMP: string_buffer_sprintf(register_name, "R%u", reg->idx[0].offset); break; case WINED3DSPR_INPUT: case WINED3DSPR_INCONTROLPOINT: if (version->type == WINED3D_SHADER_TYPE_VERTEX) { if (reg->idx[0].rel_addr) FIXME("VS3 input registers relative addressing.\n"); if (is_swizzled && priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset)) *is_swizzled = TRUE; if (reg->idx[0].rel_addr) { string_buffer_sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset); } else { string_buffer_sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset); } break; } if (version->type == WINED3D_SHADER_TYPE_HULL || version->type == WINED3D_SHADER_TYPE_DOMAIN || version->type == WINED3D_SHADER_TYPE_GEOMETRY) { if (reg->idx[0].rel_addr) { if (reg->idx[1].rel_addr) string_buffer_sprintf(register_name, "shader_in[%s + %u].reg[%s + %u]", rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else string_buffer_sprintf(register_name, "shader_in[%s + %u].reg[%u]", rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset); } else if (reg->idx[1].rel_addr) string_buffer_sprintf(register_name, "shader_in[%u].reg[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else string_buffer_sprintf(register_name, "shader_in[%u].reg[%u]", reg->idx[0].offset, reg->idx[1].offset); break; } /* pixel shaders >= 3.0 */ if (version->major >= 3) { DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset]; unsigned int in_count = vec4_varyings(version->major, gl_info); if (reg->idx[0].rel_addr) { /* Removing a + 0 would be an obvious optimization, but * OS X doesn't see the NOP operation there. */ if (idx) { if (needs_legacy_glsl_syntax(gl_info) && shader->u.ps.declared_in_count > in_count) { string_buffer_sprintf(register_name, "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])", rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count, prefix, rel_param0.param_str, idx); } else { string_buffer_sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx); } } else { if (needs_legacy_glsl_syntax(gl_info) && shader->u.ps.declared_in_count > in_count) { string_buffer_sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])", rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count, prefix, rel_param0.param_str); } else { string_buffer_sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str); } } } else { if (idx == in_count) string_buffer_sprintf(register_name, "gl_Color"); else if (idx == in_count + 1) string_buffer_sprintf(register_name, "gl_SecondaryColor"); else string_buffer_sprintf(register_name, "%s_in[%u]", prefix, idx); } } else { if (!reg->idx[0].offset) string_buffer_sprintf(register_name, "ffp_varying_diffuse"); else string_buffer_sprintf(register_name, "ffp_varying_specular"); break; } break; case WINED3DSPR_CONST: { /* Relative addressing */ if (reg->idx[0].rel_addr) { if (wined3d_settings.check_float_constants) string_buffer_sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))", rel_param0.param_str, reg->idx[0].offset, rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float, prefix, rel_param0.param_str, reg->idx[0].offset); else if (reg->idx[0].offset) string_buffer_sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset); else string_buffer_sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str); } else { if (shader_constant_is_local(shader, reg->idx[0].offset)) string_buffer_sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset); else string_buffer_sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset); } } break; case WINED3DSPR_CONSTINT: string_buffer_sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_CONSTBOOL: string_buffer_sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ if (version->type == WINED3D_SHADER_TYPE_PIXEL) string_buffer_sprintf(register_name, "T%u", reg->idx[0].offset); else string_buffer_sprintf(register_name, "A%u", reg->idx[0].offset); break; case WINED3DSPR_LOOP: string_buffer_sprintf(register_name, "aL%u", ctx->state->current_loop_reg - 1); break; case WINED3DSPR_SAMPLER: string_buffer_sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset); break; case WINED3DSPR_COLOROUT: if (reg->idx[0].offset >= gl_info->limits.buffers) WARN("Write to render target %u, only %d supported.\n", reg->idx[0].offset, gl_info->limits.buffers); string_buffer_sprintf(register_name, "%s[%u]", get_fragment_output(gl_info), reg->idx[0].offset); break; case WINED3DSPR_RASTOUT: string_buffer_sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]); break; case WINED3DSPR_DEPTHOUT: case WINED3DSPR_DEPTHOUTGE: case WINED3DSPR_DEPTHOUTLE: string_buffer_sprintf(register_name, "gl_FragDepth"); break; case WINED3DSPR_ATTROUT: if (!reg->idx[0].offset) string_buffer_sprintf(register_name, "%s_out[8]", prefix); else string_buffer_sprintf(register_name, "%s_out[9]", prefix); break; case WINED3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */ if (reg->idx[0].rel_addr) string_buffer_sprintf(register_name, "%s_out[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset); else string_buffer_sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_MISCTYPE: if (!reg->idx[0].offset) { /* vPos */ string_buffer_sprintf(register_name, "vpos"); } else if (reg->idx[0].offset == 1) { /* Note that gl_FrontFacing is a bool, while vFace is * a float for which the sign determines front/back */ string_buffer_sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)"); } else { FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset); string_buffer_sprintf(register_name, "unrecognized_register"); } break; case WINED3DSPR_IMMCONST: switch (reg->immconst_type) { case WINED3D_IMMCONST_SCALAR: switch (data_type) { case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: case WINED3D_DATA_FLOAT: string_buffer_clear(register_name); shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 1, gl_info); break; case WINED3D_DATA_INT: string_buffer_sprintf(register_name, "%#x", reg->u.immconst_data[0]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: string_buffer_sprintf(register_name, "%#xu", reg->u.immconst_data[0]); break; default: string_buffer_sprintf(register_name, "<unhandled data type %#x>", data_type); break; } break; case WINED3D_IMMCONST_VEC4: switch (data_type) { case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: case WINED3D_DATA_FLOAT: string_buffer_clear(register_name); shader_glsl_append_imm_vec(register_name, (const float *)reg->u.immconst_data, 4, gl_info); break; case WINED3D_DATA_INT: string_buffer_sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)", reg->u.immconst_data[0], reg->u.immconst_data[1], reg->u.immconst_data[2], reg->u.immconst_data[3]); break; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: string_buffer_sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)", reg->u.immconst_data[0], reg->u.immconst_data[1], reg->u.immconst_data[2], reg->u.immconst_data[3]); break; default: string_buffer_sprintf(register_name, "<unhandled data type %#x>", data_type); break; } break; default: FIXME("Unhandled immconst type %#x\n", reg->immconst_type); string_buffer_sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type); } break; case WINED3DSPR_CONSTBUFFER: if (reg->idx[1].rel_addr) string_buffer_sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else string_buffer_sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset); break; case WINED3DSPR_IMMCONSTBUFFER: if (reg->idx[0].rel_addr) string_buffer_sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset); else string_buffer_sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset); break; case WINED3DSPR_PRIMID: if (version->type == WINED3D_SHADER_TYPE_GEOMETRY) string_buffer_sprintf(register_name, "gl_PrimitiveIDIn"); else string_buffer_sprintf(register_name, "gl_PrimitiveID"); break; case WINED3DSPR_IDXTEMP: if (reg->idx[1].rel_addr) string_buffer_sprintf(register_name, "X%u[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else string_buffer_sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset); break; case WINED3DSPR_LOCALTHREADINDEX: shader_glsl_fixup_scalar_register_variable(register_name, "int(gl_LocalInvocationIndex)", gl_info); break; case WINED3DSPR_GSINSTID: case WINED3DSPR_OUTPOINTID: shader_glsl_fixup_scalar_register_variable(register_name, "gl_InvocationID", gl_info); break; case WINED3DSPR_THREADID: string_buffer_sprintf(register_name, "ivec3(gl_GlobalInvocationID)"); break; case WINED3DSPR_THREADGROUPID: string_buffer_sprintf(register_name, "ivec3(gl_WorkGroupID)"); break; case WINED3DSPR_LOCALTHREADID: string_buffer_sprintf(register_name, "ivec3(gl_LocalInvocationID)"); break; case WINED3DSPR_FORKINSTID: case WINED3DSPR_JOININSTID: shader_glsl_fixup_scalar_register_variable(register_name, "phase_instance_id", gl_info); break; case WINED3DSPR_TESSCOORD: string_buffer_sprintf(register_name, "gl_TessCoord"); break; case WINED3DSPR_OUTCONTROLPOINT: if (reg->idx[0].rel_addr) { if (reg->idx[1].rel_addr) string_buffer_sprintf(register_name, "shader_out[%s + %u].reg[%s + %u]", rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); else string_buffer_sprintf(register_name, "shader_out[%s + %u].reg[%u]", rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset); } else if (reg->idx[1].rel_addr) { string_buffer_sprintf(register_name, "shader_out[%u].reg[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset); } else { string_buffer_sprintf(register_name, "shader_out[%u].reg[%u]", reg->idx[0].offset, reg->idx[1].offset); } break; case WINED3DSPR_PATCHCONST: if (version->type == WINED3D_SHADER_TYPE_HULL) string_buffer_sprintf(register_name, "hs_out[%u]", reg->idx[0].offset); else string_buffer_sprintf(register_name, "vpc[%u]", reg->idx[0].offset); break; case WINED3DSPR_COVERAGE: string_buffer_sprintf(register_name, "gl_SampleMaskIn[0]"); break; case WINED3DSPR_SAMPLEMASK: string_buffer_sprintf(register_name, "sample_mask"); break; default: FIXME("Unhandled register type %#x.\n", reg->type); string_buffer_sprintf(register_name, "unrecognised_register"); break; } } static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str) { *str++ = '.'; if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x'; if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y'; if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z'; if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w'; *str = '\0'; } /* Get the GLSL write mask for the destination register */ static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask) { DWORD mask = param->write_mask; if (shader_is_scalar(¶m->reg)) { mask = WINED3DSP_WRITEMASK_0; *write_mask = '\0'; } else { shader_glsl_write_mask_to_str(mask, write_mask); } return mask; } static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) { unsigned int size = 0; if (write_mask & WINED3DSP_WRITEMASK_0) ++size; if (write_mask & WINED3DSP_WRITEMASK_1) ++size; if (write_mask & WINED3DSP_WRITEMASK_2) ++size; if (write_mask & WINED3DSP_WRITEMASK_3) ++size; return size; } static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle, unsigned int component_idx) { /* swizzle bits fields: wwzzyyxx */ return (swizzle >> (2 * component_idx)) & 0x3; } static void shader_glsl_swizzle_to_str(DWORD swizzle, BOOL fixup, DWORD mask, char *str) { /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", * but addressed as "rgba". To fix this we need to swap the register's x * and z components. */ const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; unsigned int i; *str++ = '.'; for (i = 0; i < 4; ++i) { if (mask & (WINED3DSP_WRITEMASK_0 << i)) *str++ = swizzle_chars[shader_glsl_swizzle_get_component(swizzle, i)]; } *str = '\0'; } static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, DWORD mask, char *swizzle_str) { if (shader_is_scalar(¶m->reg)) *swizzle_str = '\0'; else shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str); } static void shader_glsl_sprintf_cast(struct wined3d_string_buffer *dst_param, const char *src_param, enum wined3d_data_type dst_data_type, enum wined3d_data_type src_data_type, unsigned int size) { if (dst_data_type == WINED3D_DATA_UNORM || dst_data_type == WINED3D_DATA_SNORM) dst_data_type = WINED3D_DATA_FLOAT; if (src_data_type == WINED3D_DATA_UNORM || src_data_type == WINED3D_DATA_SNORM) src_data_type = WINED3D_DATA_FLOAT; if (dst_data_type == src_data_type) { string_buffer_sprintf(dst_param, "%s", src_param); return; } if (src_data_type == WINED3D_DATA_FLOAT) { switch (dst_data_type) { case WINED3D_DATA_INT: string_buffer_sprintf(dst_param, "floatBitsToInt(%s)", src_param); return; case WINED3D_DATA_RESOURCE: case WINED3D_DATA_SAMPLER: case WINED3D_DATA_UINT: string_buffer_sprintf(dst_param, "floatBitsToUint(%s)", src_param); return; default: break; } } if (src_data_type == WINED3D_DATA_UINT && dst_data_type == WINED3D_DATA_FLOAT) { string_buffer_sprintf(dst_param, "uintBitsToFloat(%s)", src_param); return; } if (src_data_type == WINED3D_DATA_INT) { switch (dst_data_type) { case WINED3D_DATA_FLOAT: string_buffer_sprintf(dst_param, "intBitsToFloat(%s)", src_param); return; case WINED3D_DATA_UINT: if (size == 1) string_buffer_sprintf(dst_param, "uint(%s)", src_param); else string_buffer_sprintf(dst_param, "uvec%u(%s)", size, src_param); return; default: break; } } FIXME("Unhandled cast from %#x to %#x.\n", src_data_type, dst_data_type); string_buffer_sprintf(dst_param, "%s", src_param); } /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context *ctx, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src, enum wined3d_data_type data_type) { struct shader_glsl_ctx_priv *priv = ctx->backend_data; struct wined3d_string_buffer *param_str = string_buffer_get(priv->string_buffers); struct wined3d_string_buffer *reg_name = string_buffer_get(priv->string_buffers); enum wined3d_data_type param_data_type; BOOL is_color = FALSE; char swizzle_str[6]; unsigned int size; glsl_src->param_str[0] = '\0'; swizzle_str[0] = '\0'; shader_glsl_get_register_name(&wined3d_src->reg, data_type, reg_name, &is_color, ctx); shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str); switch (wined3d_src->reg.type) { case WINED3DSPR_IMMCONST: param_data_type = data_type; size = wined3d_src->reg.immconst_type == WINED3D_IMMCONST_SCALAR ? 1 : 4; break; case WINED3DSPR_FORKINSTID: case WINED3DSPR_GSINSTID: case WINED3DSPR_JOININSTID: case WINED3DSPR_LOCALTHREADINDEX: case WINED3DSPR_OUTPOINTID: case WINED3DSPR_PRIMID: param_data_type = WINED3D_DATA_INT; size = 1; break; case WINED3DSPR_LOCALTHREADID: case WINED3DSPR_THREADGROUPID: case WINED3DSPR_THREADID: param_data_type = WINED3D_DATA_INT; size = 3; break; default: param_data_type = WINED3D_DATA_FLOAT; size = 4; break; } shader_glsl_sprintf_cast(param_str, reg_name->buffer, data_type, param_data_type, size); shader_glsl_gen_modifier(wined3d_src->modifiers, param_str->buffer, swizzle_str, glsl_src->param_str); string_buffer_release(priv->string_buffers, reg_name); string_buffer_release(priv->string_buffers, param_str); } static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src) { shader_glsl_add_src_param_ext(ins->ctx, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type); } /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst) { struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *reg_name; size_t len; glsl_dst->mask_str[0] = '\0'; reg_name = string_buffer_get(priv->string_buffers); shader_glsl_get_register_name(&wined3d_dst->reg, wined3d_dst->reg.data_type, reg_name, NULL, ins->ctx); len = min(reg_name->content_size, ARRAY_SIZE(glsl_dst->reg_name) - 1); memcpy(glsl_dst->reg_name, reg_name->buffer, len); glsl_dst->reg_name[len] = '\0'; string_buffer_release(priv->string_buffers, reg_name); return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str); } /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst, unsigned int dst_idx, 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))) { if (ins->flags & WINED3DSI_PRECISE_XYZW) sprintf(glsl_dst.reg_name, "tmp_precise[%u]", dst_idx); switch (data_type) { case WINED3D_DATA_FLOAT: case WINED3D_DATA_UNORM: case WINED3D_DATA_SNORM: 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], 0, ins->dst[0].reg.data_type); } /** Process GLSL instruction modifiers */ static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_dst_param *dst; struct glsl_dst_param dst_param; DWORD modifiers; unsigned int i; for (i = 0; i < ins->dst_count; ++i) { if ((dst = &ins->dst[i])->reg.type == WINED3DSPR_NULL) continue; if (ins->flags & WINED3DSI_PRECISE_XYZW) { shader_glsl_add_dst_param(ins, dst, &dst_param); shader_addline(ins->ctx->buffer, "%s%s = tmp_precise[%u]%s;\n", dst_param.reg_name, dst_param.mask_str, i, dst_param.mask_str); } if (!(modifiers = dst->modifiers)) continue; shader_glsl_add_dst_param(ins, dst, &dst_param); if (modifiers & WINED3DSPDM_SATURATE) { /* _SAT means to clamp the value of the register to between 0 and 1 */ shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); } if (modifiers & WINED3DSPDM_MSAMPCENTROID) { FIXME("_centroid modifier not handled\n"); } if (modifiers & WINED3DSPDM_PARTIALPRECISION) { /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ } } } static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op) { switch (op) { case WINED3D_SHADER_REL_OP_GT: return ">"; case WINED3D_SHADER_REL_OP_EQ: return "=="; case WINED3D_SHADER_REL_OP_GE: return ">="; case WINED3D_SHADER_REL_OP_LT: return "<"; case WINED3D_SHADER_REL_OP_NE: return "!="; case WINED3D_SHADER_REL_OP_LE: return "<="; default: FIXME("Unrecognized operator %#x.\n", op); return "(\?\?)"; } } static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info) { return shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4]; } static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type, unsigned int *coord_size, unsigned int *deriv_size) { const BOOL is_array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY; *coord_size = resource_type_info[resource_type].coord_size; *deriv_size = *coord_size; if (is_array) --(*deriv_size); } static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx, DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function) { enum wined3d_shader_resource_type resource_type; struct shader_glsl_ctx_priv *priv = ctx->backend_data; const struct wined3d_gl_info *gl_info = priv->gl_info; BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx); BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED; BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL && priv->cur_ps_args->np2_fixup & (1u << resource_idx) && gl_info->supported[ARB_TEXTURE_RECTANGLE]; BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD; BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD; BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET; const char *base = "texture", *type_part = "", *suffix = ""; unsigned int coord_size, deriv_size; resource_type = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL ? pixelshader_get_resource_type(ctx->reg_maps, resource_idx, priv->cur_ps_args->tex_types) : ctx->reg_maps->resource_info[resource_idx].type; sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type; if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; } /* Note that there's no such thing as a projected cube texture. */ if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) projected = FALSE; if (needs_legacy_glsl_syntax(gl_info)) { if (shadow) base = "shadow"; type_part = resource_type_info[resource_type].type_part; if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect) type_part = "2DRect"; if (!type_part[0] && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY) FIXME("Unhandled resource type %#x.\n", resource_type); if (!lod && grad && !shader_glsl_has_core_grad(gl_info)) { if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) suffix = "ARB"; else FIXME("Unsupported grad function.\n"); } } if (flags & WINED3D_GLSL_SAMPLE_LOAD) { static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET; if (flags & ~texel_fetch_flags) ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags); base = "texelFetch"; type_part = ""; } sample_function->name = string_buffer_get(priv->string_buffers); string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "", lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix); shader_glsl_get_coord_size(resource_type, &coord_size, &deriv_size); if (shadow) ++coord_size; sample_function->offset_size = offset ? deriv_size : 0; sample_function->coord_mask = wined3d_mask_from_size(coord_size); sample_function->deriv_mask = wined3d_mask_from_size(deriv_size); sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info); } static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx, struct glsl_sample_function *sample_function) { const struct shader_glsl_ctx_priv *priv = ctx->backend_data; string_buffer_release(priv->string_buffers, sample_function->name); } static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name, BOOL sign_fixup, enum fixup_channel_source channel_source) { switch(channel_source) { case CHANNEL_SOURCE_ZERO: strcat(arguments, "0.0"); break; case CHANNEL_SOURCE_ONE: strcat(arguments, "1.0"); break; case CHANNEL_SOURCE_X: strcat(arguments, reg_name); strcat(arguments, ".x"); break; case CHANNEL_SOURCE_Y: strcat(arguments, reg_name); strcat(arguments, ".y"); break; case CHANNEL_SOURCE_Z: strcat(arguments, reg_name); strcat(arguments, ".z"); break; case CHANNEL_SOURCE_W: strcat(arguments, reg_name); strcat(arguments, ".w"); break; default: FIXME("Unhandled channel source %#x\n", channel_source); strcat(arguments, "undefined"); break; } if (sign_fixup) strcat(arguments, " * 2.0 - 1.0"); } static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer, const char *reg_name, DWORD mask, struct color_fixup_desc fixup) { unsigned int mask_size, remaining; DWORD fixup_mask = 0; char arguments[256]; char mask_str[6]; if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0; if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1; if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2; if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3; if (!(mask &= fixup_mask)) return; if (is_complex_fixup(fixup)) { enum complex_fixup complex_fixup = get_complex_fixup(fixup); FIXME("Complex fixup (%#x) not supported\n",complex_fixup); return; } shader_glsl_write_mask_to_str(mask, mask_str); mask_size = shader_glsl_get_write_mask_size(mask); arguments[0] = '\0'; remaining = mask_size; if (mask & WINED3DSP_WRITEMASK_0) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_1) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_2) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_3) { shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source); if (--remaining) strcat(arguments, ", "); } if (mask_size > 1) shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments); else shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments); } static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup) { struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *reg_name; reg_name = string_buffer_get(priv->string_buffers); shader_glsl_get_register_name(&ins->dst[0].reg, ins->dst[0].reg.data_type, reg_name, NULL, ins->ctx); shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name->buffer, ins->dst[0].write_mask, fixup); string_buffer_release(priv->string_buffers, reg_name); } static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle, const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset, const char *coord_reg_fmt, ...) { const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; char dst_swizzle[6]; struct color_fixup_desc fixup; BOOL np2_fixup = FALSE; va_list args; int ret; shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); /* If ARB_texture_swizzle is supported we don't need to do anything here. * We actually rely on it for vertex shaders and SM4+. */ if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx]; if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx)) np2_fixup = TRUE; } else { fixup = COLOR_FIXUP_IDENTITY; } shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, sample_function->data_type); if (sample_function->output_single_component) shader_addline(ins->ctx->buffer, "vec4("); shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ", sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx); for (;;) { va_start(args, coord_reg_fmt); ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args); va_end(args); if (!ret) break; if (!string_buffer_resize(ins->ctx->buffer, ret)) break; } if (np2_fixup) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx]; switch (shader_glsl_get_write_mask_size(sample_function->coord_mask)) { case 1: shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s", idx >> 1, (idx % 2) ? "z" : "x"); break; case 2: shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s", idx >> 1, (idx % 2) ? "zw" : "xy"); break; case 3: shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)", idx >> 1, (idx % 2) ? "zw" : "xy"); break; case 4: shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)", idx >> 1, (idx % 2) ? "zw" : "xy"); break; } } if (dx && dy) shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy); else if (bias) shader_addline(ins->ctx->buffer, ", %s", bias); if (sample_function->offset_size) { int offset_immdata[4] = {offset->u, offset->v, offset->w}; shader_addline(ins->ctx->buffer, ", "); shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size); } shader_addline(ins->ctx->buffer, ")"); if (sample_function->output_single_component) shader_addline(ins->ctx->buffer, ")"); shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle); if (!is_identity_fixup(fixup)) shader_glsl_color_correction(ins, fixup); } static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer, BOOL use_viewport_index) { /* Write the final position. * * OpenGL coordinates specify the center of the pixel while D3D coords * specify the corner. The offsets are stored in z and w in * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow * a MAD. */ if (use_viewport_index) { shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n"); shader_addline(buffer, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n"); } else { shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n"); shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n"); } /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix() * in utils.c * * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, * shaders are run before the homogeneous divide, so we have to take the w * into account: z = ((z / w) * 2 - 1) * w, which is the same as * z = z * 2 - w. */ shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"); } /***************************************************************************** * Begin processing individual instruction opcodes ****************************************************************************/ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD write_mask; const char *op; /* Determine the GLSL operator to use based on the opcode */ switch (ins->handler_idx) { case WINED3DSIH_ADD: op = "+"; break; case WINED3DSIH_AND: op = "&"; break; case WINED3DSIH_DIV: op = "/"; break; case WINED3DSIH_IADD: op = "+"; break; case WINED3DSIH_ISHL: op = "<<"; break; case WINED3DSIH_ISHR: op = ">>"; break; case WINED3DSIH_MUL: op = "*"; break; case WINED3DSIH_OR: op = "|"; break; case WINED3DSIH_SUB: op = "-"; break; case WINED3DSIH_USHR: op = ">>"; break; case WINED3DSIH_XOR: op = "^"; break; default: op = "<unhandled operator>"; FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); break; } write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str); } static void shader_glsl_relop(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; unsigned int mask_size; DWORD write_mask; const char *op; write_mask = shader_glsl_append_dst(buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); if (mask_size > 1) { switch (ins->handler_idx) { case WINED3DSIH_EQ: op = "equal"; break; case WINED3DSIH_IEQ: op = "equal"; break; case WINED3DSIH_GE: op = "greaterThanEqual"; break; case WINED3DSIH_IGE: op = "greaterThanEqual"; break; case WINED3DSIH_UGE: op = "greaterThanEqual"; break; case WINED3DSIH_LT: op = "lessThan"; break; case WINED3DSIH_ILT: op = "lessThan"; break; case WINED3DSIH_ULT: op = "lessThan"; break; case WINED3DSIH_NE: op = "notEqual"; break; case WINED3DSIH_INE: op = "notEqual"; break; default: op = "<unhandled operator>"; ERR("Unhandled opcode %#x.\n", ins->handler_idx); break; } shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n", mask_size, op, src0_param.param_str, src1_param.param_str); } else { switch (ins->handler_idx) { case WINED3DSIH_EQ: op = "=="; break; case WINED3DSIH_IEQ: op = "=="; break; case WINED3DSIH_GE: op = ">="; break; case WINED3DSIH_IGE: op = ">="; break; case WINED3DSIH_UGE: op = ">="; break; case WINED3DSIH_LT: op = "<"; break; case WINED3DSIH_ILT: op = "<"; break; case WINED3DSIH_ULT: op = "<"; break; case WINED3DSIH_NE: op = "!="; break; case WINED3DSIH_INE: op = "!="; break; default: op = "<unhandled operator>"; ERR("Unhandled opcode %#x.\n", ins->handler_idx); break; } shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n", src0_param.param_str, op, src1_param.param_str); } } static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src_param; DWORD write_mask; const char *op; switch (ins->handler_idx) { case WINED3DSIH_INEG: op = "-"; break; case WINED3DSIH_NOT: op = "~"; break; default: op = "<unhandled operator>"; ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); break; } write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str); } static void shader_glsl_mul_extended(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD write_mask; /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended(). * If not, we can emulate it. */ if (ins->dst[0].reg.type != WINED3DSPR_NULL) FIXME("64-bit integer multiplies not implemented.\n"); if (ins->dst[1].reg.type != WINED3DSPR_NULL) { write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], 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], 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], 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], 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], 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 shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *buffer = ins->ctx->buffer; const struct wined3d_gl_info *gl_info = priv->gl_info; struct glsl_src_param src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later * shader versions WINED3DSIO_MOVA is used for this. */ if (ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX && ins->dst[0].reg.type == WINED3DSPR_ADDR) { /* This is a simple floor() */ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) { shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); } else { shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); } } else if (ins->handler_idx == WINED3DSIH_MOVA) { unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); if (shader_glsl_get_version(gl_info) >= 130 || gl_info->supported[EXT_GPU_SHADER4]) { if (mask_size > 1) shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str); else shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str); } else { if (mask_size > 1) shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str); else shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str); } } else { shader_addline(buffer, "%s);\n", src0_param.param_str); } } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ static void shader_glsl_dot(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD dst_write_mask, src_write_mask; unsigned int dst_size; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); /* dp4 works on vec4, dp3 on vec3, etc. */ if (ins->handler_idx == WINED3DSIH_DP4) src_write_mask = WINED3DSP_WRITEMASK_ALL; else if (ins->handler_idx == WINED3DSIH_DP3) src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; else src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param); if (dst_size > 1) { shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str); } else { shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str); } } /* Note that this instruction has some restrictions. The destination write mask * can't contain the w component, and the source swizzles have to be .xyzw */ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct glsl_src_param src0_param; struct glsl_src_param src1_param; char dst_mask[6]; shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask); } static void shader_glsl_cut(const struct wined3d_shader_instruction *ins) { unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset; if (!stream) shader_addline(ins->ctx->buffer, "EndPrimitive();\n"); else FIXME("Unhandled primitive stream %u.\n", stream); } /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1) * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD dst_write_mask; unsigned int dst_size; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); if (dst_size > 1) { shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n", dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str); } else { shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n", src1_param.param_str, src0_param.param_str, src1_param.param_str); } } /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; bool y_correction = ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL ? priv->cur_ps_args->y_correction : false; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; const char *instruction; DWORD write_mask; unsigned i; /* Determine the GLSL function to use based on the opcode */ /* TODO: Possibly make this a table for faster lookups */ switch (ins->handler_idx) { case WINED3DSIH_ABS: instruction = "abs"; break; case WINED3DSIH_BFREV: instruction = "bitfieldReverse"; break; case WINED3DSIH_COUNTBITS: instruction = "bitCount"; break; case WINED3DSIH_DSX: instruction = "dFdx"; break; case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break; case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break; case WINED3DSIH_DSY: instruction = y_correction ? "ycorrection.y * dFdy" : "dFdy"; break; case WINED3DSIH_DSY_COARSE: instruction = y_correction ? "ycorrection.y * dFdyCoarse" : "dFdyCoarse"; break; case WINED3DSIH_DSY_FINE: instruction = y_correction ? "ycorrection.y * dFdyFine" : "dFdyFine"; break; case WINED3DSIH_FIRSTBIT_HI: instruction = "findMSB"; break; case WINED3DSIH_FIRSTBIT_LO: instruction = "findLSB"; break; case WINED3DSIH_FIRSTBIT_SHI: instruction = "findMSB"; break; case WINED3DSIH_FRC: instruction = "fract"; break; case WINED3DSIH_IMAX: instruction = "max"; break; case WINED3DSIH_IMIN: instruction = "min"; break; case WINED3DSIH_MAX: instruction = "max"; break; case WINED3DSIH_MIN: instruction = "min"; break; case WINED3DSIH_ROUND_NE: instruction = "roundEven"; break; case WINED3DSIH_ROUND_NI: instruction = "floor"; break; case WINED3DSIH_ROUND_PI: instruction = "ceil"; break; case WINED3DSIH_ROUND_Z: instruction = "trunc"; break; case WINED3DSIH_SQRT: instruction = "sqrt"; break; case WINED3DSIH_UMAX: instruction = "max"; break; case WINED3DSIH_UMIN: instruction = "min"; break; default: instruction = ""; ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); break; } write_mask = shader_glsl_append_dst(buffer, ins); /* In D3D bits are numbered from the most significant bit. */ if (ins->handler_idx == WINED3DSIH_FIRSTBIT_HI || ins->handler_idx == WINED3DSIH_FIRSTBIT_SHI) shader_addline(buffer, "31 - "); shader_addline(buffer, "%s(", instruction); if (ins->src_count) { shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); shader_addline(buffer, "%s", src_param.param_str); for (i = 1; i < ins->src_count; ++i) { shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param); shader_addline(buffer, ", %s", src_param.param_str); } } shader_addline(buffer, "));\n"); } static void shader_glsl_float16(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_dst_param dst; struct glsl_src_param src; DWORD write_mask; const char *fmt; unsigned int i; fmt = ins->handler_idx == WINED3DSIH_F16TOF32 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n"; dst = ins->dst[0]; for (i = 0; i < 4; ++i) { dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i); if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, dst.reg.data_type))) continue; shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src); shader_addline(ins->ctx->buffer, fmt, src.param_str); } } static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_dst_param dst; struct glsl_src_param src[4]; const char *instruction; BOOL tmp_dst = FALSE; char mask_char[6]; unsigned int i, j; DWORD write_mask; switch (ins->handler_idx) { case WINED3DSIH_BFI: instruction = "bitfieldInsert"; break; case WINED3DSIH_IBFE: instruction = "bitfieldExtract"; break; case WINED3DSIH_UBFE: instruction = "bitfieldExtract"; break; default: ERR("Unhandled opcode %#x.\n", ins->handler_idx); return; } for (i = 0; i < ins->src_count; ++i) { if (ins->dst[0].reg.idx[0].offset == ins->src[i].reg.idx[0].offset && ins->dst[0].reg.type == ins->src[i].reg.type) tmp_dst = TRUE; } dst = ins->dst[0]; for (i = 0; i < 4; ++i) { dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i); if (tmp_dst && (write_mask = shader_glsl_get_write_mask(&dst, mask_char))) shader_addline(buffer, "tmp0%s = %sBitsToFloat(", mask_char, dst.reg.data_type == WINED3D_DATA_INT ? "int" : "uint"); else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst, 0, dst.reg.data_type))) continue; for (j = 0; j < ins->src_count; ++j) shader_glsl_add_src_param(ins, &ins->src[j], write_mask, &src[j]); shader_addline(buffer, "%s(", instruction); for (j = 0; j < ins->src_count - 2; ++j) shader_addline(buffer, "%s, ", src[ins->src_count - j - 1].param_str); shader_addline(buffer, "%s & 0x1f, %s & 0x1f));\n", src[1].param_str, src[0].param_str); } if (tmp_dst) { shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, WINED3D_DATA_FLOAT); shader_glsl_get_write_mask(&ins->dst[0], mask_char); shader_addline(buffer, "tmp0%s);\n", mask_char); } } static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {} static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; unsigned int mask_size; DWORD write_mask; char dst_mask[6]; write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); if (mask_size > 3) shader_addline(buffer, "tmp0.x = dot(vec3(%s), vec3(%s));\n", src_param.param_str, src_param.param_str); else shader_addline(buffer, "tmp0.x = dot(%s, %s);\n", src_param.param_str, src_param.param_str); shader_glsl_append_dst(buffer, ins); shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n", src_param.param_str, src_param.param_str); } static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins) { DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; const char *prefix, *suffix; unsigned int dst_size; DWORD dst_write_mask; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); if (shader_version < WINED3D_SHADER_VERSION(4, 0)) dst_write_mask = WINED3DSP_WRITEMASK_3; shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &src0_param); switch (ins->handler_idx) { case WINED3DSIH_EXP: case WINED3DSIH_EXPP: prefix = "exp2("; suffix = ")"; break; case WINED3DSIH_LOG: case WINED3DSIH_LOGP: prefix = "log2(abs("; suffix = "))"; break; case WINED3DSIH_RCP: prefix = "1.0 / "; suffix = ""; break; case WINED3DSIH_RSQ: prefix = "inversesqrt(abs("; suffix = "))"; break; default: prefix = ""; suffix = ""; FIXME("Unhandled instruction %#x.\n", ins->handler_idx); break; } if (dst_size > 1 && shader_version < WINED3D_SHADER_VERSION(4, 0)) shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix); else shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix); } /** Process the WINED3DSIO_EXPP instruction in GLSL: * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable): * dst.x = 2^(floor(src)) * dst.y = src - floor(src) * dst.z = 2^src (partial precision is allowed, but optional) * dst.w = 1.0; * For 2.0 shaders, just do this (honoring writemask and swizzle): * dst = 2^src; (partial precision is allowed, but optional) */ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins) { if (ins->ctx->reg_maps->shader_version.major < 2) { struct glsl_src_param src_param; char dst_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param); shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n"); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask); return; } shader_glsl_scalar_op(ins); } static void shader_glsl_cast(const struct wined3d_shader_instruction *ins, const char *vector_constructor, const char *scalar_constructor) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src_param; unsigned int mask_size; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); if (mask_size > 1) shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str); else shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str); } static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins) { shader_glsl_cast(ins, "ivec", "int"); } static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins) { shader_glsl_cast(ins, "uvec", "uint"); } static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins) { shader_glsl_cast(ins, "vec", "float"); } /** Process signed comparison opcodes in GLSL. */ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); if (mask_size > 1) { const char *compare; switch(ins->handler_idx) { case WINED3DSIH_SLT: compare = "lessThan"; break; case WINED3DSIH_SGE: compare = "greaterThanEqual"; break; default: compare = ""; FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); } shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, src0_param.param_str, src1_param.param_str); } else { switch(ins->handler_idx) { case WINED3DSIH_SLT: /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed, * to return 0.0 but step returns 1.0 because step is not < x * An alternative is a bvec compare padded with an unused second component. * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same * issue. Playing with not() is not possible either because not() does not accept * a scalar. */ shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str); break; case WINED3DSIH_SGE: /* Here we can use the step() function and safe a conditional */ shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str); break; default: FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); } } } static void shader_glsl_swapc(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_dst_param dst[2]; struct glsl_src_param src[3]; unsigned int i, j, k; char mask_char[6]; DWORD write_mask; BOOL tmp_dst[2]; for (i = 0; i < ins->dst_count; ++i) { tmp_dst[i] = FALSE; for (j = 0; j < ins->src_count; ++j) { if (ins->dst[i].reg.idx[0].offset == ins->src[j].reg.idx[0].offset && ins->dst[i].reg.type == ins->src[j].reg.type) tmp_dst[i] = TRUE; } } dst[0] = ins->dst[0]; dst[1] = ins->dst[1]; for (i = 0; i < 4; ++i) { for (j = 0; j < ARRAY_SIZE(dst); ++j) { dst[j].write_mask = ins->dst[j].write_mask & (WINED3DSP_WRITEMASK_0 << i); if (tmp_dst[j] && (write_mask = shader_glsl_get_write_mask(&dst[j], mask_char))) shader_addline(buffer, "tmp%u%s = (", j, mask_char); else if (!(write_mask = shader_glsl_append_dst_ext(buffer, ins, &dst[j], j, dst[j].reg.data_type))) continue; for (k = 0; k < ARRAY_SIZE(src); ++k) shader_glsl_add_src_param(ins, &ins->src[k], write_mask, &src[k]); shader_addline(buffer, "%sbool(%s) ? %s : %s);\n", !j ? "!" : "", src[0].param_str, src[1].param_str, src[2].param_str); } } for (i = 0; i < ARRAY_SIZE(tmp_dst); ++i) { if (tmp_dst[i]) { shader_glsl_get_write_mask(&ins->dst[i], mask_char); shader_glsl_append_dst_ext(buffer, ins, &ins->dst[i], i, ins->dst[i].reg.data_type); shader_addline(buffer, "tmp%u%s);\n", i, mask_char); } } } static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins) { const char *condition_prefix, *condition_suffix; struct wined3d_shader_dst_param dst; struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; BOOL temp_destination = FALSE; DWORD cmp_channel = 0; unsigned int i, j; char mask_char[6]; DWORD write_mask; switch (ins->handler_idx) { case WINED3DSIH_CMP: condition_prefix = ""; condition_suffix = " >= 0.0"; break; case WINED3DSIH_CND: condition_prefix = ""; condition_suffix = " > 0.5"; break; case WINED3DSIH_MOVC: condition_prefix = "bool("; condition_suffix = ")"; break; default: FIXME("Unhandled instruction %#x.\n", ins->handler_idx); condition_prefix = "<unhandled prefix>"; condition_suffix = "<unhandled suffix>"; break; } if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg)) { write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n", condition_prefix, src0_param.param_str, condition_suffix, src1_param.param_str, src2_param.param_str); return; } dst = ins->dst[0]; /* Splitting the instruction up in multiple lines imposes a problem: * The first lines may overwrite source parameters of the following lines. * Deal with that by using a temporary destination register if needed. */ if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset && ins->src[0].reg.type == dst.reg.type) || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset && ins->src[1].reg.type == dst.reg.type) || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset && ins->src[2].reg.type == dst.reg.type)) temp_destination = TRUE; /* Cycle through all source0 channels. */ for (i = 0; i < 4; ++i) { write_mask = 0; /* Find the destination channels which use the current source0 channel. */ for (j = 0; j < 4; ++j) { if (shader_glsl_swizzle_get_component(ins->src[0].swizzle, j) == i) { write_mask |= WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j; } } dst.write_mask = ins->dst[0].write_mask & write_mask; if (temp_destination) { if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char))) continue; shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char); } else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, 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], 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], 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], 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], 1, ins->dst[1].reg.data_type); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(buffer, "cos(%s));\n", src0_param.param_str); } } /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use * here. But those extra parameters require a dedicated function for sgn, since map2gl would * generate invalid code */ static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str); } /** Process the WINED3DSIO_LOOP instruction in GLSL: * Start a for() loop where src1.y is the initial value of aL, * increment aL by src1.z for a total of src1.x iterations. * Need to use a temporary variable for this operation. */ /* FIXME: I don't think nested loops will work correctly this way. */ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_parser_state *state = ins->ctx->state; struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *buffer = ins->ctx->buffer; const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_lconst *constant; struct wined3d_string_buffer *reg_name; const DWORD *control_values = NULL; if (ins->ctx->reg_maps->shader_version.major < 4) { /* Try to hardcode the loop control parameters if possible. Direct3D 9 * class hardware doesn't support real varying indexing, but Microsoft * designed this feature for Shader model 2.x+. If the loop control is * known at compile time, the GLSL compiler can unroll the loop, and * replace indirect addressing with direct addressing. */ if (ins->src[1].reg.type == WINED3DSPR_CONSTINT) { LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) { if (constant->idx == ins->src[1].reg.idx[0].offset) { control_values = constant->value; break; } } } if (control_values) { struct wined3d_shader_loop_control loop_control; loop_control.count = control_values[0]; loop_control.start = control_values[1]; loop_control.step = (int)control_values[2]; if (loop_control.step > 0) { shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n", state->current_loop_depth, loop_control.start, state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start, state->current_loop_depth, loop_control.step); } else if (loop_control.step < 0) { shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n", state->current_loop_depth, loop_control.start, state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start, state->current_loop_depth, loop_control.step); } else { shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n", state->current_loop_depth, loop_control.start, state->current_loop_depth, state->current_loop_depth, loop_control.count, state->current_loop_depth); } } else { reg_name = string_buffer_get(priv->string_buffers); shader_glsl_get_register_name(&ins->src[1].reg, ins->src[1].reg.data_type, reg_name, NULL, ins->ctx); shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n", state->current_loop_depth, state->current_loop_reg, reg_name->buffer, state->current_loop_depth, reg_name->buffer, state->current_loop_depth, state->current_loop_reg, reg_name->buffer); string_buffer_release(priv->string_buffers, reg_name); } ++state->current_loop_reg; } else { shader_addline(buffer, "for (;;)\n{\n"); } ++state->current_loop_depth; } static void shader_glsl_end(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_parser_state *state = ins->ctx->state; shader_addline(ins->ctx->buffer, "}\n"); if (ins->handler_idx == WINED3DSIH_ENDLOOP) { --state->current_loop_depth; --state->current_loop_reg; } if (ins->handler_idx == WINED3DSIH_ENDREP) { --state->current_loop_depth; } } static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_parser_state *state = ins->ctx->state; const struct wined3d_shader *shader = ins->ctx->shader; const struct wined3d_shader_lconst *constant; struct glsl_src_param src0_param; const DWORD *control_values = NULL; /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */ if (ins->src[0].reg.type == WINED3DSPR_CONSTINT) { LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry) { if (constant->idx == ins->src[0].reg.idx[0].offset) { control_values = constant->value; break; } } } if (control_values) { shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n", state->current_loop_depth, state->current_loop_depth, control_values[0], state->current_loop_depth); } else { shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n", state->current_loop_depth, state->current_loop_depth, src0_param.param_str, state->current_loop_depth); } ++state->current_loop_depth; } static void shader_glsl_switch(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "switch (%s)\n{\n", src0_param.param_str); } static void shader_glsl_case(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "case %s:\n", src0_param.param_str); } static void shader_glsl_default(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "default:\n"); } static void shader_glsl_generate_condition(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src_param; const char *condition; condition = ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool"; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param); shader_addline(ins->ctx->buffer, "if (%s(%s))\n", condition, src_param.param_str); } static void shader_glsl_if(const struct wined3d_shader_instruction *ins) { shader_glsl_generate_condition(ins); shader_addline(ins->ctx->buffer, "{\n"); } static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n", src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str); } static void shader_glsl_else(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "} else {\n"); } static void shader_glsl_emit(const struct wined3d_shader_instruction *ins) { unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n"); if (!priv->gl_info->supported[ARB_CLIP_CONTROL]) shader_glsl_fixup_position(ins->ctx->buffer, reg_maps->viewport_array); if (!stream) shader_addline(ins->ctx->buffer, "EmitVertex();\n"); else FIXME("Unhandled primitive stream %u.\n", stream); } static void shader_glsl_break(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "break;\n"); } /* FIXME: According to MSDN the compare is done per component. */ static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n", src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str); } static void shader_glsl_conditional_op(const struct wined3d_shader_instruction *ins) { const char *op; switch (ins->handler_idx) { case WINED3DSIH_BREAKP: op = "break;"; break; case WINED3DSIH_CONTINUEP: op = "continue;"; break; case WINED3DSIH_RETP: op = "return;"; break; default: ERR("Unhandled opcode %#x.\n", ins->handler_idx); return; } shader_glsl_generate_condition(ins); if (ins->handler_idx == WINED3DSIH_RETP) { shader_addline(ins->ctx->buffer, "{\n"); shader_glsl_generate_shader_epilogue(ins->ctx); } shader_addline(ins->ctx->buffer, " %s\n", op); if (ins->handler_idx == WINED3DSIH_RETP) shader_addline(ins->ctx->buffer, "}\n"); } static void shader_glsl_continue(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "continue;\n"); } static void shader_glsl_label(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "}\n"); shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset); /* Subroutines appear at the end of the shader. */ ins->ctx->state->in_subroutine = TRUE; } static void shader_glsl_call(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset); } static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src1_param; shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx[0].offset); } static void shader_glsl_ret(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version; if (version->major >= 4 && !ins->ctx->state->in_subroutine) { shader_glsl_generate_shader_epilogue(ins->ctx); shader_addline(ins->ctx->buffer, "return;\n"); } } static void shader_glsl_tex(const struct wined3d_shader_instruction *ins) { DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major, ins->ctx->reg_maps->shader_version.minor); struct glsl_sample_function sample_function; DWORD sample_flags = 0; DWORD resource_idx; DWORD mask = 0, swizzle; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; enum wined3d_shader_resource_type resource_type; /* 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; resource_type = ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL ? pixelshader_get_resource_type(ins->ctx->reg_maps, resource_idx, priv->cur_ps_args->tex_types) : ins->ctx->reg_maps->resource_info[resource_idx].type; 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; /* 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) && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE) { /* ps 2.0 texldp instruction always divides by the fourth component. */ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_3; } } shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function); mask |= sample_function.coord_mask; sample_function.coord_mask = mask; if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE; else swizzle = ins->src[1].swizzle; /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (shader_version < WINED3D_SHADER_VERSION(1,4)) { char coord_mask[6]; shader_glsl_write_mask_to_str(mask, coord_mask); shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL, "T%u%s", resource_idx, coord_mask); } else { struct glsl_src_param coord_param; shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param); if (ins->flags & WINED3DSI_TEXLD_BIAS) { struct glsl_src_param bias; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias); shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str, NULL, "%s", coord_param.param_str); } else { shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL, "%s", coord_param.param_str); } } shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_gl_info *gl_info = priv->gl_info; struct glsl_src_param coord_param, dx_param, dy_param; struct glsl_sample_function sample_function; DWORD sampler_idx; DWORD swizzle = ins->src[1].swizzle; if (!shader_glsl_has_core_grad(gl_info) && !gl_info->supported[ARB_SHADER_TEXTURE_LOD]) { FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n"); shader_glsl_tex(ins); return; } sampler_idx = ins->src[1].reg.idx[0].offset; shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[2], sample_function.deriv_mask, &dx_param); shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL, NULL, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_version *shader_version = &ins->ctx->reg_maps->shader_version; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_gl_info *gl_info = priv->gl_info; struct glsl_src_param coord_param, lod_param; struct glsl_sample_function sample_function; DWORD swizzle = ins->src[1].swizzle; DWORD sampler_idx; sampler_idx = ins->src[1].reg.idx[0].offset; shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_LOD, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); if (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info) && !gl_info->supported[ARB_SHADER_TEXTURE_LOD]) { /* Plain GLSL only supports Lod sampling functions in vertex shaders. * However, the NVIDIA drivers allow them in fragment shaders as well, * even without the appropriate extension. */ WARN("Using %s in fragment shader.\n", sample_function.name->buffer); } shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map, unsigned int resource_idx, unsigned int sampler_idx) { struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries; unsigned int i; for (i = 0; i < sampler_map->count; ++i) { if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx) return entries[i].bind_idx; } ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx); return ~0u; } static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins) { const BOOL is_imm_instruction = WINED3DSIH_IMM_ATOMIC_AND <= ins->handler_idx && ins->handler_idx <= WINED3DSIH_IMM_ATOMIC_XOR; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct glsl_src_param structure_idx, offset, data, data2; struct wined3d_string_buffer *buffer = ins->ctx->buffer; enum wined3d_shader_resource_type resource_type; struct wined3d_string_buffer *address; enum wined3d_data_type data_type; unsigned int resource_idx, stride; const char *op, *resource; DWORD coord_mask; BOOL is_tgsm; resource_idx = ins->dst[is_imm_instruction].reg.idx[0].offset; is_tgsm = ins->dst[is_imm_instruction].reg.type == WINED3DSPR_GROUPSHAREDMEM; if (is_tgsm) { if (resource_idx >= reg_maps->tgsm_count) { ERR("Invalid TGSM index %u.\n", resource_idx); return; } resource = "g"; data_type = WINED3D_DATA_UINT; coord_mask = 1; stride = reg_maps->tgsm[resource_idx].stride; } else { if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) { ERR("Invalid UAV index %u.\n", resource_idx); return; } resource_type = reg_maps->uav_resource_info[resource_idx].type; if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); return; } resource = "image"; data_type = reg_maps->uav_resource_info[resource_idx].data_type; coord_mask = wined3d_mask_from_size(resource_type_info[resource_type].coord_size); stride = reg_maps->uav_resource_info[resource_idx].stride; } switch (ins->handler_idx) { case WINED3DSIH_ATOMIC_AND: case WINED3DSIH_IMM_ATOMIC_AND: if (is_tgsm) op = "atomicAnd"; else op = "imageAtomicAnd"; break; case WINED3DSIH_ATOMIC_CMP_STORE: case WINED3DSIH_IMM_ATOMIC_CMP_EXCH: if (is_tgsm) op = "atomicCompSwap"; else op = "imageAtomicCompSwap"; break; case WINED3DSIH_ATOMIC_IADD: case WINED3DSIH_IMM_ATOMIC_IADD: if (is_tgsm) op = "atomicAdd"; else op = "imageAtomicAdd"; break; case WINED3DSIH_ATOMIC_IMAX: case WINED3DSIH_IMM_ATOMIC_IMAX: if (is_tgsm) op = "atomicMax"; else op = "imageAtomicMax"; if (data_type != WINED3D_DATA_INT) { FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx); return; } break; case WINED3DSIH_ATOMIC_IMIN: case WINED3DSIH_IMM_ATOMIC_IMIN: if (is_tgsm) op = "atomicMin"; else op = "imageAtomicMin"; if (data_type != WINED3D_DATA_INT) { FIXME("Unhandled opcode %#x for unsigned integers.\n", ins->handler_idx); return; } break; case WINED3DSIH_ATOMIC_OR: case WINED3DSIH_IMM_ATOMIC_OR: if (is_tgsm) op = "atomicOr"; else op = "imageAtomicOr"; break; case WINED3DSIH_ATOMIC_UMAX: case WINED3DSIH_IMM_ATOMIC_UMAX: if (is_tgsm) op = "atomicMax"; else op = "imageAtomicMax"; if (data_type != WINED3D_DATA_UINT) { FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx); return; } break; case WINED3DSIH_ATOMIC_UMIN: case WINED3DSIH_IMM_ATOMIC_UMIN: if (is_tgsm) op = "atomicMin"; else op = "imageAtomicMin"; if (data_type != WINED3D_DATA_UINT) { FIXME("Unhandled opcode %#x for signed integers.\n", ins->handler_idx); return; } break; case WINED3DSIH_ATOMIC_XOR: case WINED3DSIH_IMM_ATOMIC_XOR: if (is_tgsm) op = "atomicXor"; else op = "imageAtomicXor"; break; case WINED3DSIH_IMM_ATOMIC_EXCH: if (is_tgsm) op = "atomicExchange"; else op = "imageAtomicExchange"; break; default: ERR("Unhandled opcode %#x.\n", ins->handler_idx); return; } address = string_buffer_get(priv->string_buffers); if (stride) { shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &structure_idx); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &offset); string_buffer_sprintf(address, "%s * %u + %s / 4", structure_idx.param_str, stride, offset.param_str); } else { shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &offset); string_buffer_sprintf(address, "%s", offset.param_str); if (is_tgsm || (reg_maps->uav_resource_info[resource_idx].flags & WINED3D_VIEW_BUFFER_RAW)) shader_addline(address, "/ 4"); } if (is_imm_instruction) shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type); if (is_tgsm) shader_addline(buffer, "%s(%s_%s%u[%s], ", op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer); else shader_addline(buffer, "%s(%s_%s%u, %s, ", op, shader_glsl_get_prefix(version->type), resource, resource_idx, address->buffer); shader_glsl_add_src_param_ext(ins->ctx, &ins->src[1], WINED3DSP_WRITEMASK_0, &data, data_type); shader_addline(buffer, "%s", data.param_str); if (ins->src_count >= 3) { shader_glsl_add_src_param_ext(ins->ctx, &ins->src[2], WINED3DSP_WRITEMASK_0, &data2, data_type); shader_addline(buffer, ", %s", data2.param_str); } if (is_imm_instruction) shader_addline(buffer, ")"); shader_addline(buffer, ");\n"); string_buffer_release(priv->string_buffers, address); } static void shader_glsl_uav_counter(const struct wined3d_shader_instruction *ins) { const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type); const char *op; if (ins->handler_idx == WINED3DSIH_IMM_ATOMIC_ALLOC) op = "atomicCounterIncrement"; else op = "atomicCounterDecrement"; shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "%s(%s_counter%u));\n", op, prefix, ins->src[0].reg.idx[0].offset); } static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; enum wined3d_shader_resource_type resource_type; struct glsl_src_param image_coord_param; enum wined3d_data_type data_type; DWORD coord_mask, write_mask; unsigned int uav_idx; char dst_swizzle[6]; uav_idx = ins->src[1].reg.idx[0].offset; if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) { ERR("Invalid UAV index %u.\n", uav_idx); return; } resource_type = reg_maps->uav_resource_info[uav_idx].type; if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D; } data_type = reg_maps->uav_resource_info[uav_idx].data_type; coord_mask = wined3d_mask_from_size(resource_type_info[resource_type].coord_size); write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type); shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle); shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param); shader_addline(ins->ctx->buffer, "imageLoad(%s_image%u, %s)%s);\n", shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle); } static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction *ins) { const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type); const struct wined3d_shader_src_param *src = &ins->src[ins->src_count - 1]; unsigned int i, swizzle, resource_idx, bind_idx, stride, src_idx = 0; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param structure_idx, offset; struct wined3d_string_buffer *address; struct wined3d_shader_dst_param dst; const char *function, *resource; resource_idx = src->reg.idx[0].offset; if (src->reg.type == WINED3DSPR_RESOURCE) { if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info)) { ERR("Invalid resource index %u.\n", resource_idx); return; } stride = reg_maps->resource_info[resource_idx].stride; bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT); function = "texelFetch"; resource = "sampler"; } else if (src->reg.type == WINED3DSPR_UAV) { if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) { ERR("Invalid UAV index %u.\n", resource_idx); return; } stride = reg_maps->uav_resource_info[resource_idx].stride; bind_idx = resource_idx; function = "imageLoad"; resource = "image"; } else { if (resource_idx >= reg_maps->tgsm_count) { ERR("Invalid TGSM index %u.\n", resource_idx); return; } stride = reg_maps->tgsm[resource_idx].stride; bind_idx = resource_idx; function = NULL; resource = "g"; } address = string_buffer_get(priv->string_buffers); if (ins->handler_idx == WINED3DSIH_LD_STRUCTURED) { shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx); shader_addline(address, "%s * %u + ", structure_idx.param_str, stride); } shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset); shader_addline(address, "%s / 4", offset.param_str); dst = ins->dst[0]; if (shader_glsl_get_write_mask_size(dst.write_mask) > 1) { /* The instruction is split into multiple lines. The first lines may * overwrite source parameters of the following lines. */ shader_addline(buffer, "tmp0.x = intBitsToFloat(%s);\n", address->buffer); string_buffer_sprintf(address, "floatBitsToInt(tmp0.x)"); } for (i = 0; i < 4; ++i) { dst.write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i); if (!shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, 0, dst.reg.data_type)) continue; swizzle = shader_glsl_swizzle_get_component(src->swizzle, i); if (function) shader_addline(buffer, "%s(%s_%s%u, %s + %u).x);\n", function, prefix, resource, bind_idx, address->buffer, swizzle); else shader_addline(buffer, "%s_%s%u[%s + %u]);\n", prefix, resource, bind_idx, address->buffer, swizzle); } string_buffer_release(priv->string_buffers, address); } static void shader_glsl_store_uav(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; struct glsl_src_param image_coord_param, image_data_param; enum wined3d_shader_resource_type resource_type; enum wined3d_data_type data_type; unsigned int uav_idx; DWORD coord_mask; uav_idx = ins->dst[0].reg.idx[0].offset; if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) { ERR("Invalid UAV index %u.\n", uav_idx); return; } resource_type = reg_maps->uav_resource_info[uav_idx].type; if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); return; } data_type = reg_maps->uav_resource_info[uav_idx].data_type; coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1; shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param); shader_glsl_add_src_param_ext(ins->ctx, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type); shader_addline(ins->ctx->buffer, "imageStore(%s_image%u, %s, %s);\n", shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, image_data_param.param_str); } static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction *ins) { const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type); const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param structure_idx, offset, data; unsigned int i, resource_idx, stride, src_idx = 0; struct wined3d_string_buffer *address; DWORD write_mask; BOOL is_tgsm; resource_idx = ins->dst[0].reg.idx[0].offset; is_tgsm = ins->dst[0].reg.type == WINED3DSPR_GROUPSHAREDMEM; if (is_tgsm) { if (resource_idx >= reg_maps->tgsm_count) { ERR("Invalid TGSM index %u.\n", resource_idx); return; } stride = reg_maps->tgsm[resource_idx].stride; } else { if (resource_idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) { ERR("Invalid UAV index %u.\n", resource_idx); return; } stride = reg_maps->uav_resource_info[resource_idx].stride; } address = string_buffer_get(priv->string_buffers); if (ins->handler_idx == WINED3DSIH_STORE_STRUCTURED) { shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &structure_idx); shader_addline(address, "%s * %u + ", structure_idx.param_str, stride); } shader_glsl_add_src_param(ins, &ins->src[src_idx++], WINED3DSP_WRITEMASK_0, &offset); shader_addline(address, "%s / 4", offset.param_str); for (i = 0; i < 4; ++i) { if (!(write_mask = ins->dst[0].write_mask & (WINED3DSP_WRITEMASK_0 << i))) continue; shader_glsl_add_src_param(ins, &ins->src[src_idx], write_mask, &data); if (is_tgsm) shader_addline(buffer, "%s_g%u[%s + %u] = %s;\n", prefix, resource_idx, address->buffer, i, data.param_str); else shader_addline(buffer, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n", prefix, resource_idx, address->buffer, i, data.param_str); } string_buffer_release(priv->string_buffers, address); } static void shader_glsl_sync(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; unsigned int sync_flags = ins->flags; if (sync_flags & WINED3DSSF_THREAD_GROUP) { shader_addline(buffer, "barrier();\n"); sync_flags &= ~(WINED3DSSF_THREAD_GROUP | WINED3DSSF_GROUP_SHARED_MEMORY); } if (sync_flags & WINED3DSSF_GROUP_SHARED_MEMORY) { shader_addline(buffer, "memoryBarrierShared();\n"); sync_flags &= ~WINED3DSSF_GROUP_SHARED_MEMORY; } if (sync_flags & WINED3DSSF_GLOBAL_UAV) { shader_addline(buffer, "memoryBarrier();\n"); sync_flags &= ~WINED3DSSF_GLOBAL_UAV; } if (sync_flags) FIXME("Unhandled sync flags %#x.\n", sync_flags); } static const struct wined3d_shader_resource_info *shader_glsl_get_resource_info( const struct wined3d_shader_instruction *ins, const struct wined3d_shader_register *reg) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; unsigned int idx = reg->idx[0].offset; if (reg->type == WINED3DSPR_RESOURCE) { if (idx >= ARRAY_SIZE(reg_maps->resource_info)) { ERR("Invalid resource index %u.\n", idx); return NULL; } return ®_maps->resource_info[idx]; } if (reg->type == WINED3DSPR_UAV) { if (idx >= ARRAY_SIZE(reg_maps->uav_resource_info)) { ERR("Invalid UAV index %u.\n", idx); return NULL; } return ®_maps->uav_resource_info[idx]; } FIXME("Unhandled register type %#x.\n", reg->type); return NULL; } static void shader_glsl_bufinfo(const struct wined3d_shader_instruction *ins) { const char *prefix = shader_glsl_get_prefix(ins->ctx->reg_maps->shader_version.type); const struct wined3d_shader_resource_info *resource_info; struct wined3d_string_buffer *buffer = ins->ctx->buffer; unsigned int resource_idx; char dst_swizzle[6]; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle); if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[0].reg))) return; resource_idx = ins->src[0].reg.idx[0].offset; shader_addline(buffer, "ivec2("); if (ins->src[0].reg.type == WINED3DSPR_RESOURCE) { unsigned int bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT); shader_addline(buffer, "textureSize(%s_sampler%u)", prefix, bind_idx); } else { shader_addline(buffer, "imageSize(%s_image%u)", prefix, resource_idx); } if (resource_info->stride) shader_addline(buffer, " / %u", resource_info->stride); else if (resource_info->flags & WINED3D_VIEW_BUFFER_RAW) shader_addline(buffer, " * 4"); shader_addline(buffer, ", %u)%s);\n", resource_info->stride, dst_swizzle); } static BOOL is_multisampled(enum wined3d_shader_resource_type resource_type) { return resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMS || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY; } static BOOL is_mipmapped(enum wined3d_shader_resource_type resource_type) { return resource_type != WINED3D_SHADER_RESOURCE_BUFFER && !is_multisampled(resource_type); } static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct wined3d_string_buffer *buffer = ins->ctx->buffer; const struct wined3d_gl_info *gl_info = priv->gl_info; enum wined3d_shader_resource_type resource_type; enum wined3d_shader_register_type reg_type; unsigned int resource_idx, bind_idx, i; enum wined3d_data_type dst_data_type; struct glsl_src_param lod_param; BOOL supports_mipmaps; char dst_swizzle[6]; DWORD write_mask; dst_data_type = ins->dst[0].reg.data_type; if (ins->flags == WINED3DSI_RESINFO_UINT) dst_data_type = WINED3D_DATA_UINT; else if (ins->flags) FIXME("Unhandled flags %#x.\n", ins->flags); reg_type = ins->src[1].reg.type; resource_idx = ins->src[1].reg.idx[0].offset; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param); if (reg_type == WINED3DSPR_RESOURCE) { resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type; bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT); } else { resource_type = ins->ctx->reg_maps->uav_resource_info[resource_idx].type; bind_idx = resource_idx; } if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); return; } write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, dst_data_type); shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle); if (dst_data_type == WINED3D_DATA_UINT) shader_addline(buffer, "uvec4("); else shader_addline(buffer, "vec4("); if (reg_type == WINED3DSPR_RESOURCE) { shader_addline(buffer, "textureSize(%s_sampler%u", shader_glsl_get_prefix(version->type), bind_idx); } else { shader_addline(buffer, "imageSize(%s_image%u", shader_glsl_get_prefix(version->type), bind_idx); } supports_mipmaps = is_mipmapped(resource_type) && reg_type != WINED3DSPR_UAV; if (supports_mipmaps) shader_addline(buffer, ", %s", lod_param.param_str); shader_addline(buffer, "), "); for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i) shader_addline(buffer, "0, "); if (supports_mipmaps) { if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) { shader_addline(buffer, "textureQueryLevels(%s_sampler%u)", shader_glsl_get_prefix(version->type), bind_idx); } else { FIXME("textureQueryLevels is not supported, returning 1 level.\n"); shader_addline(buffer, "1"); } } else { shader_addline(buffer, "1"); } shader_addline(buffer, ")%s);\n", dst_swizzle); } static void shader_glsl_sample_info(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; const struct wined3d_gl_info *gl_info = priv->gl_info; struct wined3d_string_buffer *buffer = ins->ctx->buffer; const struct wined3d_shader_dst_param *dst = ins->dst; const struct wined3d_shader_src_param *src = ins->src; enum wined3d_shader_resource_type resource_type; enum wined3d_data_type dst_data_type; unsigned int resource_idx, bind_idx; char dst_swizzle[6]; DWORD write_mask; dst_data_type = dst->reg.data_type; if (ins->flags == WINED3DSI_SAMPLE_INFO_UINT) dst_data_type = WINED3D_DATA_UINT; else if (ins->flags) FIXME("Unhandled flags %#x.\n", ins->flags); write_mask = shader_glsl_append_dst_ext(buffer, ins, dst, 0, dst_data_type); shader_glsl_get_swizzle(src, FALSE, write_mask, dst_swizzle); if (dst_data_type == WINED3D_DATA_UINT) shader_addline(buffer, "uvec4("); else shader_addline(buffer, "vec4("); if (src->reg.type == WINED3DSPR_RASTERIZER) { if (gl_info->supported[ARB_SAMPLE_SHADING]) { shader_addline(buffer, "gl_NumSamples"); } else { FIXME("OpenGL implementation does not support ARB_sample_shading.\n"); shader_addline(buffer, "1"); } } else { resource_idx = src->reg.idx[0].offset; resource_type = reg_maps->resource_info[resource_idx].type; if (resource_type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_type); return; } bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, WINED3D_SAMPLER_DEFAULT); if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES]) { shader_addline(buffer, "textureSamples(%s_sampler%u)", shader_glsl_get_prefix(reg_maps->shader_version.type), bind_idx); } else { FIXME("textureSamples() is not supported.\n"); shader_addline(buffer, "1"); } } shader_addline(buffer, ", 0, 0, 0)%s);\n", dst_swizzle); } static void shader_glsl_interpolate(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_src_param *input = &ins->src[0]; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param sample_param; char dst_swizzle[6]; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_get_swizzle(input, FALSE, write_mask, dst_swizzle); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &sample_param); shader_addline(buffer, "interpolateAtSample(shader_in.reg%u, %s)%s);\n", input->reg.idx[0].offset, sample_param.param_str, dst_swizzle); } static void shader_glsl_ld(const struct wined3d_shader_instruction *ins) { const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; struct glsl_src_param coord_param, lod_param, sample_param; unsigned int resource_idx, sampler_idx, sampler_bind_idx; struct glsl_sample_function sample_function; DWORD flags = WINED3D_GLSL_SAMPLE_LOAD; BOOL has_lod_param; if (wined3d_shader_instruction_has_texel_offset(ins)) flags |= WINED3D_GLSL_SAMPLE_OFFSET; resource_idx = ins->src[1].reg.idx[0].offset; sampler_idx = WINED3D_SAMPLER_DEFAULT; if (resource_idx >= ARRAY_SIZE(reg_maps->resource_info)) { ERR("Invalid resource index %u.\n", resource_idx); return; } has_lod_param = is_mipmapped(reg_maps->resource_info[resource_idx].type); shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx); if (is_multisampled(reg_maps->resource_info[resource_idx].type)) { shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &sample_param); shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, NULL, NULL, NULL, &ins->texel_offset, "%s, %s", coord_param.param_str, sample_param.param_str); } else { shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, NULL, NULL, has_lod_param ? lod_param.param_str : NULL, &ins->texel_offset, "%s", coord_param.param_str); } shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_sample(const struct wined3d_shader_instruction *ins) { const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL; struct glsl_src_param coord_param, lod_param, dx_param, dy_param; unsigned int resource_idx, sampler_idx, sampler_bind_idx; struct glsl_sample_function sample_function; DWORD flags = 0; if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD) flags |= WINED3D_GLSL_SAMPLE_GRAD; if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD) flags |= WINED3D_GLSL_SAMPLE_LOD; if (wined3d_shader_instruction_has_texel_offset(ins)) flags |= WINED3D_GLSL_SAMPLE_OFFSET; resource_idx = ins->src[1].reg.idx[0].offset; sampler_idx = ins->src[2].reg.idx[0].offset; shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); switch (ins->handler_idx) { case WINED3DSIH_SAMPLE: break; case WINED3DSIH_SAMPLE_B: shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param); lod_param_str = lod_param.param_str; break; case WINED3DSIH_SAMPLE_GRAD: shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param); shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param); dx_param_str = dx_param.param_str; dy_param_str = dy_param.param_str; break; case WINED3DSIH_SAMPLE_LOD: shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param); lod_param_str = lod_param.param_str; break; default: ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); break; } sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx); shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle, dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function * to sample from level zero with depth comparison for array textures and cube * textures. We use textureGrad*() to implement sample_c_lz in that case. */ static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction *ins, unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, unsigned int coord_size, const char *coord_param, const char *ref_param) { const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version; unsigned int deriv_size = wined3d_popcount(sample_function->deriv_mask); const struct wined3d_shader_texel_offset *offset = &ins->texel_offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; char dst_swizzle[6]; WARN("Emitting textureGrad() for sample_c_lz.\n"); shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE, FALSE, ins->dst[0].write_mask, dst_swizzle); shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, sample_function->data_type); shader_addline(buffer, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)", sample_function->offset_size ? "Offset" : "", shader_glsl_get_prefix(version->type), sampler_bind_idx, coord_size, coord_param, ref_param, deriv_size, deriv_size); if (sample_function->offset_size) { int offset_immdata[4] = {offset->u, offset->v, offset->w}; shader_addline(buffer, ", "); shader_glsl_append_imm_ivec(buffer, offset_immdata, sample_function->offset_size); } shader_addline(buffer, "))%s);\n", dst_swizzle); } static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; unsigned int resource_idx, sampler_idx, sampler_bind_idx; const struct wined3d_shader_resource_info *resource_info; const struct wined3d_gl_info *gl_info = priv->gl_info; struct glsl_src_param coord_param, compare_param; struct glsl_sample_function sample_function; const char *lod_param = NULL; unsigned int coord_size; DWORD flags = 0; if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ) { lod_param = "0"; flags |= WINED3D_GLSL_SAMPLE_LOD; } if (wined3d_shader_instruction_has_texel_offset(ins)) flags |= WINED3D_GLSL_SAMPLE_OFFSET; if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[1].reg))) return; resource_idx = ins->src[1].reg.idx[0].offset; sampler_idx = ins->src[2].reg.idx[0].offset; shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function); coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param); shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param); sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx); if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ && !gl_info->supported[EXT_TEXTURE_SHADOW_LOD] && (resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY || resource_info->type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)) { shader_glsl_gen_sample_c_lz_emulation(ins, sampler_bind_idx, &sample_function, coord_size, coord_param.param_str, compare_param.param_str); } else { shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)", coord_size, coord_param.param_str, compare_param.param_str); } shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_gather4(const struct wined3d_shader_instruction *ins) { unsigned int resource_param_idx, resource_idx, sampler_idx, sampler_bind_idx, component_idx; const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps; const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type); const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct glsl_src_param coord_param, compare_param, offset_param; const struct wined3d_gl_info *gl_info = priv->gl_info; const struct wined3d_shader_resource_info *resource_info; struct wined3d_string_buffer *buffer = ins->ctx->buffer; unsigned int coord_size, offset_size; char dst_swizzle[6]; BOOL has_offset; if (!gl_info->supported[ARB_TEXTURE_GATHER]) { FIXME("OpenGL implementation does not support textureGather.\n"); return; } has_offset = ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C || wined3d_shader_instruction_has_texel_offset(ins); resource_param_idx = (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) ? 2 : 1; resource_idx = ins->src[resource_param_idx].reg.idx[0].offset; sampler_idx = ins->src[resource_param_idx + 1].reg.idx[0].offset; component_idx = shader_glsl_swizzle_get_component(ins->src[resource_param_idx + 1].swizzle, 0); sampler_bind_idx = shader_glsl_find_sampler(®_maps->sampler_map, resource_idx, sampler_idx); if (!(resource_info = shader_glsl_get_resource_info(ins, &ins->src[resource_param_idx].reg))) return; if (resource_info->type >= ARRAY_SIZE(resource_type_info)) { ERR("Unexpected resource type %#x.\n", resource_info->type); return; } shader_glsl_get_coord_size(resource_info->type, &coord_size, &offset_size); shader_glsl_swizzle_to_str(ins->src[resource_param_idx].swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], 0, resource_info->data_type); shader_glsl_add_src_param(ins, &ins->src[0], (1u << coord_size) - 1, &coord_param); shader_addline(buffer, "textureGather%s(%s_sampler%u, %s", has_offset ? "Offset" : "", prefix, sampler_bind_idx, coord_param.param_str); if (ins->handler_idx == WINED3DSIH_GATHER4_C || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) { shader_glsl_add_src_param(ins, &ins->src[resource_param_idx + 2], WINED3DSP_WRITEMASK_0, &compare_param); shader_addline(buffer, ", %s", compare_param.param_str); } if (ins->handler_idx == WINED3DSIH_GATHER4_PO || ins->handler_idx == WINED3DSIH_GATHER4_PO_C) { shader_glsl_add_src_param(ins, &ins->src[1], (1u << offset_size) - 1, &offset_param); shader_addline(buffer, ", %s", offset_param.param_str); } else if (has_offset) { int offset_immdata[4] = {ins->texel_offset.u, ins->texel_offset.v, ins->texel_offset.w}; shader_addline(buffer, ", "); shader_glsl_append_imm_ivec(buffer, offset_immdata, offset_size); } if (component_idx) shader_addline(buffer, ", %u", component_idx); shader_addline(buffer, ")%s);\n", dst_swizzle); } static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins) { /* FIXME: Make this work for more than just 2D textures */ struct wined3d_string_buffer *buffer = ins->ctx->buffer; DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4)) { char dst_mask[6]; shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(buffer, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n", ins->dst[0].reg.idx[0].offset, dst_mask); } else { enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers; DWORD reg = ins->src[0].reg.idx[0].offset; char dst_swizzle[6]; shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle); if (src_mod == WINED3DSPSM_DZ || src_mod == WINED3DSPSM_DW) { unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); struct glsl_src_param div_param; DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3; shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param); if (mask_size > 1) shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); else shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); } else { shader_addline(buffer, "ffp_texcoord[%u]%s);\n", reg, dst_swizzle); } } } /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct glsl_src_param src0_param; UINT mask_size; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one * scalar, and projected sampling would require 4. * * It is a dependent read - not valid with conditional NP2 textures */ shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask); switch(mask_size) { case 1: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str); break; case 2: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str); break; case 3: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str); break; default: FIXME("Unexpected mask size %u\n", mask_size); break; } shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; DWORD dst_mask; unsigned int mask_size; dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str); } else { shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str); } } /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins) { struct glsl_dst_param dst_param; shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0. * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result * >= 1.0 or < 0.0 */ shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name); } /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL: * Last row of a 3x2 matrix multiply, use the result to calculate the depth: * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str); shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n"); } /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].reg.idx[0].offset; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); } /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str); tex_mx->texcoord_w[tex_mx->current_row++] = reg; } static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy"); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz"); shader_glsl_release_sample_function(ins->ctx, &sample_function); tex_mx->current_row = 0; } /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; char dst_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask); tex_mx->current_row = 0; } /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; char coord_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Reflection calculation */ shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function); shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask); /* Sample the texture */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0%s", coord_mask); shader_glsl_release_sample_function(ins->ctx, &sample_function); tex_mx->current_row = 0; } /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins) { struct wined3d_string_buffer *buffer = ins->ctx->buffer; struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; struct glsl_sample_function sample_function; DWORD reg = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param; char coord_mask[6]; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n", tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg); shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n"); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function); shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0%s", coord_mask); shader_glsl_release_sample_function(ins->ctx, &sample_function); tex_mx->current_row = 0; } /** Process the WINED3DSIO_TEXBEM instruction in GLSL. * Apply a fake bump map transform. * texbem is pshader <= 1.3 only, this saves a few version checks */ static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins) { const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; struct glsl_sample_function sample_function; struct glsl_src_param coord_param; DWORD sampler_idx; DWORD mask; DWORD flags; char coord_mask[6]; sampler_idx = ins->dst[0].reg.idx[0].offset; flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT) & WINED3D_PSARGS_TEXTRANSFORM_MASK; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); mask = sample_function.coord_mask; shader_glsl_write_mask_to_str(mask, coord_mask); /* With projected textures, texbem only divides the static texture coord, * not the displacement, so we can't let GL handle this. */ if (flags & WINED3D_PSARGS_PROJECTED) { DWORD div_mask=0; char coord_div_mask[3]; switch (flags & ~WINED3D_PSARGS_PROJECTED) { case WINED3D_TTFF_COUNT1: FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n"); break; case WINED3D_TTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break; case WINED3D_TTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break; case WINED3D_TTFF_COUNT4: case WINED3D_TTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break; } shader_glsl_write_mask_to_str(div_mask, coord_div_mask); shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask); } shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask); if (ins->handler_idx == WINED3DSIH_TEXBEML) { struct glsl_src_param luminance_param; struct glsl_dst_param dst_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param); shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n", dst_param.reg_name, dst_param.mask_str, luminance_param.param_str, sampler_idx, sampler_idx); } shader_glsl_release_sample_function(ins->ctx, &sample_function); } static void shader_glsl_bem(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_src_param src0_param, src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n", src0_param.param_str, sampler_idx, src1_param.param_str); } /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) { struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct wined3d_string_buffer *reg_name; reg_name = string_buffer_get(priv->string_buffers); shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx); shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "%s.wx", reg_name->buffer); shader_glsl_release_sample_function(ins->ctx, &sample_function); string_buffer_release(priv->string_buffers, reg_name); } /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) { struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data; DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct wined3d_string_buffer *reg_name; reg_name = string_buffer_get(priv->string_buffers); shader_glsl_get_register_name(&ins->src[0].reg, ins->src[0].reg.data_type, reg_name, NULL, ins->ctx); shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "%s.yz", reg_name->buffer); shader_glsl_release_sample_function(ins->ctx, &sample_function); string_buffer_release(priv->string_buffers, reg_name); } /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins) { DWORD sampler_idx = ins->dst[0].reg.idx[0].offset; struct glsl_sample_function sample_function; struct glsl_src_param src0_param; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "%s", src0_param.param_str); shader_glsl_release_sample_function(ins->ctx, &sample_function); } /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins) { if (ins->ctx->reg_maps->shader_version.major >= 4) { shader_glsl_generate_condition(ins); shader_addline(ins->ctx->buffer, " discard;\n"); } else { struct glsl_dst_param dst_param; /* The argument is a destination parameter, and no writemasks are allowed */ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); /* 2.0 shaders compare all 4 components in texkill. */ if (ins->ctx->reg_maps->shader_version.major >= 2) shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name); /* 1.x shaders only compare the first 3 components, probably due to * the nature of the texkill instruction as a tex* instruction, and * phase, which kills all .w components. Even if all 4 components are * defined, only the first 3 are used. */ else shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name); } } /** Process the WINED3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins) { struct glsl_src_param src0_param; struct glsl_src_param src1_param; struct glsl_src_param src2_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str); } else { shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } } static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_signature *input_signature, const struct wined3d_shader_reg_maps *reg_maps, const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info, BOOL unroll) { unsigned int i; for (i = 0; i < input_signature->element_count; ++i) { const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; const char *semantic_name; UINT semantic_idx; char reg_mask[6]; /* Unused */ if (!(reg_maps->input_registers & (1u << input->register_idx))) continue; semantic_name = input->semantic_name; semantic_idx = input->semantic_idx; shader_glsl_write_mask_to_str(input->mask, reg_mask); if (args->vp_mode == WINED3D_VP_MODE_SHADER) { if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx) { shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx); } else if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE) { shader_addline(buffer, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n", input->register_idx, reg_mask); } else if (input->sysval_semantic == WINED3D_SV_SAMPLE_INDEX) { if (gl_info->supported[ARB_SAMPLE_SHADING]) shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n", input->register_idx, reg_mask); else FIXME("ARB_sample_shading is not supported.\n"); } else if (input->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx) { if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT]) shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n", input->register_idx, reg_mask); else FIXME("ARB_fragment_layer_viewport is not supported.\n"); } else if (input->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx) { if (gl_info->supported[ARB_VIEWPORT_ARRAY]) shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n", input->register_idx, reg_mask); else FIXME("ARB_viewport_array is not supported.\n"); } else { if (input->sysval_semantic) FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic); shader_addline(buffer, unroll ? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, shader_glsl_shader_input_name(gl_info), shader->u.ps.input_reg_map[input->register_idx], reg_mask); } } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (args->pointsprite) shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", shader->u.ps.input_reg_map[input->register_idx]); else if (args->vp_mode == WINED3D_VP_MODE_NONE && args->texcoords_initialized & (1u << semantic_idx)) shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, needs_legacy_glsl_syntax(gl_info) ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask); else shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR)) { if (!semantic_idx) shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); else if (semantic_idx == 1) shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); else shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } else { shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask); } } } static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) { struct glsl_program_key key; key.vs_id = entry->vs.id; key.hs_id = entry->hs.id; key.ds_id = entry->ds.id; key.gs_id = entry->gs.id; key.ps_id = entry->ps.id; key.cs_id = entry->cs.id; if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1) { ERR("Failed to insert program entry.\n"); } } static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv, const struct glsl_program_key *key) { struct wine_rb_entry *entry; entry = wine_rb_get(&priv->program_lookup, key); return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL; } /* Context activation is done by the caller. */ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, struct glsl_shader_prog_link *entry) { wine_rb_remove(&priv->program_lookup, &entry->program_lookup_entry); GL_EXTCALL(glDeleteProgram(entry->id)); if (entry->vs.id) list_remove(&entry->vs.shader_entry); if (entry->hs.id) list_remove(&entry->hs.shader_entry); if (entry->ds.id) list_remove(&entry->ds.shader_entry); if (entry->gs.id) list_remove(&entry->gs.shader_entry); if (entry->ps.id) list_remove(&entry->ps.shader_entry); if (entry->cs.id) list_remove(&entry->cs.shader_entry); heap_free(entry); } static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature *input_signature, const struct wined3d_shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature *output_signature, const struct wined3d_shader_reg_maps *reg_maps_out) { struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers); const char *out_array_name = shader_glsl_shader_output_name(gl_info); struct wined3d_string_buffer *buffer = &priv->shader_buffer; unsigned int in_count = vec4_varyings(3, gl_info); unsigned int max_varyings = needs_legacy_glsl_syntax(gl_info) ? in_count + 2 : in_count; DWORD in_idx, *set = NULL; unsigned int i, j; char reg_mask[6]; set = heap_calloc(max_varyings, sizeof(*set)); for (i = 0; i < input_signature->element_count; ++i) { const struct wined3d_shader_signature_element *input = &input_signature->elements[i]; if (!(reg_maps_in->input_registers & (1u << input->register_idx))) continue; in_idx = map[input->register_idx]; /* Declared, but not read register */ if (in_idx == ~0u) continue; if (in_idx >= max_varyings) { FIXME("More input varyings declared than supported, expect issues.\n"); continue; } if (in_idx == in_count) string_buffer_sprintf(destination, "gl_FrontColor"); else if (in_idx == in_count + 1) string_buffer_sprintf(destination, "gl_FrontSecondaryColor"); else string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx); if (!set[in_idx]) set[in_idx] = ~0u; for (j = 0; j < output_signature->element_count; ++j) { const struct wined3d_shader_signature_element *output = &output_signature->elements[j]; DWORD mask; if (!(reg_maps_out->output_registers & (1u << output->register_idx)) || input->semantic_idx != output->semantic_idx || strcmp(input->semantic_name, output->semantic_name) || !(mask = input->mask & output->mask)) continue; if (set[in_idx] == ~0u) set[in_idx] = 0; set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx]; shader_glsl_write_mask_to_str(mask, reg_mask); shader_addline(buffer, "%s%s = outputs[%u]%s;\n", destination->buffer, reg_mask, output->register_idx, reg_mask); } } for (i = 0; i < max_varyings; ++i) { unsigned int size; if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL) continue; if (set[i] == ~0u) set[i] = 0; size = 0; if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x'; if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y'; if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z'; if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w'; reg_mask[size] = '\0'; if (i == in_count) string_buffer_sprintf(destination, "gl_FrontColor"); else if (i == in_count + 1) string_buffer_sprintf(destination, "gl_FrontSecondaryColor"); else string_buffer_sprintf(destination, "%s[%u]", out_array_name, i); if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask); else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size); } heap_free(set); string_buffer_release(&priv->string_buffers, destination); } static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv, unsigned int input_count, const struct wined3d_shader_signature *output_signature, const struct wined3d_shader_reg_maps *reg_maps_out, const char *output_variable_name, BOOL rasterizer_setup) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; char reg_mask[6]; unsigned int i; for (i = 0; i < output_signature->element_count; ++i) { const struct wined3d_shader_signature_element *output = &output_signature->elements[i]; if (!(reg_maps_out->output_registers & (1u << output->register_idx))) continue; if (output->stream_idx) continue; if (output->register_idx >= input_count) continue; shader_glsl_write_mask_to_str(output->mask, reg_mask); shader_addline(buffer, rasterizer_setup ? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n", output_variable_name, output->register_idx, reg_mask, output->register_idx, reg_mask); } } static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer *buffer, const struct wined3d_shader_signature_element *element, DWORD clip_or_cull_distance_mask) { unsigned int i, clip_or_cull_index; const char *name; char reg_mask[6]; name = element->sysval_semantic == WINED3D_SV_CLIP_DISTANCE ? "Clip" : "Cull"; /* Assign consecutive indices starting from 0. */ clip_or_cull_index = element->semantic_idx ? wined3d_popcount(clip_or_cull_distance_mask & 0xf) : 0; for (i = 0; i < 4; ++i) { if (!(element->mask & (WINED3DSP_WRITEMASK_0 << i))) continue; shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0 << i, reg_mask); shader_addline(buffer, "gl_%sDistance[%u] = outputs[%u]%s;\n", name, clip_or_cull_index, element->register_idx, reg_mask); ++clip_or_cull_index; } } static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature *input_signature, const struct wined3d_shader_reg_maps *reg_maps_in, unsigned int input_count, const struct wined3d_shader_signature *output_signature, const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size) { struct wined3d_string_buffer *buffer = &priv->shader_buffer; const char *semantic_name; unsigned int semantic_idx; char reg_mask[6]; unsigned int i; /* First, sort out position and point size system values. */ for (i = 0; i < output_signature->element_count; ++i) { const struct wined3d_shader_signature_element *output = &output_signature->elements[i]; if (!(reg_maps_out->output_registers & (1u << output->register_idx))) continue; if (output->stream_idx) continue; semantic_name = output->semantic_name; semantic_idx = output->semantic_idx; shader_glsl_write_mask_to_str(output->mask, reg_mask); if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx) { shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) { shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, " "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]); } else if (output->sysval_semantic == WINED3D_SV_RENDER_TARGET_ARRAY_INDEX && !semantic_idx) { shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n", output->register_idx, reg_mask); } else if (output->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx) { shader_addline(buffer, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n", output->register_idx, reg_mask); } else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE) { shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask); } else if (output->sysval_semantic == WINED3D_SV_CULL_DISTANCE) { shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->cull_distance_mask); } else if (output->sysval_semantic) { FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic); } } /* Then, setup the pixel shader input. */ if (reg_maps_out->shader_version.major < 4) shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in, output_signature, reg_maps_out); else shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "shader_out", TRUE); } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv *priv, const struct wined3d_shader *vs, const struct wined3d_shader *ps, BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info) { const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info); DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0; struct wined3d_string_buffer *buffer = &priv->shader_buffer; const char *semantic_name; UINT semantic_idx; char reg_mask[6]; unsigned int i; GLuint ret; string_buffer_clear(buffer); shader_glsl_add_version_declaration(buffer, gl_info); if (per_vertex_point_size) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " float size_min;\n"); shader_addline(buffer, " float size_max;\n"); shader_addline(buffer, "} ffp_point;\n"); } if (ps_major < 3) { DWORD colors_written_mask[2] = {0}; DWORD texcoords_written_mask[WINED3D_MAX_TEXTURES] = {0}; if (!legacy_syntax) { declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n"); declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n"); declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output); for (i = 0; i < vs->output_signature.element_count; ++i) { const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i]; DWORD write_mask; if (!(vs->reg_maps.output_registers & (1u << output->register_idx))) continue; semantic_name = output->semantic_name; semantic_idx = output->semantic_idx; write_mask = output->mask; shader_glsl_write_mask_to_str(write_mask, reg_mask); if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2) { if (legacy_syntax) shader_addline(buffer, "gl_Front%sColor%s = outputs[%u]%s;\n", semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask); else shader_addline(buffer, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n", semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask); colors_written_mask[semantic_idx] = write_mask; } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx) { shader_addline(buffer, "gl_Position%s = outputs[%u]%s;\n", reg_mask, output->register_idx, reg_mask); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD)) { if (semantic_idx < WINED3D_MAX_TEXTURES) { shader_addline(buffer, "%s[%u]%s = outputs[%u]%s;\n", legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask, output->register_idx, reg_mask); texcoords_written_mask[semantic_idx] = write_mask; } } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size) { shader_addline(buffer, "gl_PointSize = clamp(outputs[%u].%c, " "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]); } else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG)) { shader_addline(buffer, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n", legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord", output->register_idx, reg_mask[1]); } } for (i = 0; i < 2; ++i) { if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL) { shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask); if (!i) shader_addline(buffer, "%s%s = vec4(1.0)%s;\n", legacy_syntax ? "gl_FrontColor" : "ffp_varying_diffuse", reg_mask, reg_mask); else shader_addline(buffer, "%s%s = vec4(0.0)%s;\n", legacy_syntax ? "gl_FrontSecondaryColor" : "ffp_varying_specular", reg_mask, reg_mask); } } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (ps && !(ps->reg_maps.texcoord & (1u << i))) continue; if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL) { if (!shader_glsl_full_ffp_varyings(gl_info) && !texcoords_written_mask[i]) continue; shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask); shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n", legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask); } } } else { unsigned int in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input); shader_glsl_declare_shader_outputs(gl_info, buffer, in_count, FALSE, NULL); shader_addline(buffer, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs->limits->packed_output); shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature, &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size); } shader_addline(buffer, "}\n"); ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); checkGLcall("glCreateShader(GL_VERTEX_SHADER)"); shader_glsl_compile(gl_info, ret, buffer->buffer); return ret; } static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader) { const struct wined3d_stream_output_desc *so_desc = shader->u.gs.so_desc; unsigned int i, register_idx, component_idx; shader_addline(buffer, "out shader_in_out\n{\n"); for (i = 0; i < so_desc->element_count; ++i) { const struct wined3d_stream_output_element *e = &so_desc->elements[i]; if (e->stream_idx) { FIXME("Unhandled stream %u.\n", e->stream_idx); continue; } if (!e->semantic_name) continue; if (!shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx)) continue; if (component_idx || e->component_count != 4) { if (e->component_count == 1) shader_addline(buffer, "float"); else shader_addline(buffer, "vec%u", e->component_count); shader_addline(buffer, " reg%u_%u_%u;\n", register_idx, component_idx, component_idx + e->component_count - 1); } else { shader_addline(buffer, "vec4 reg%u;\n", register_idx); } } shader_addline(buffer, "} shader_out;\n"); shader_addline(buffer, "void setup_gs_output(in vec4 outputs[%u])\n{\n", shader->limits->packed_output); for (i = 0; i < so_desc->element_count; ++i) { const struct wined3d_stream_output_element *e = &so_desc->elements[i]; if (e->stream_idx) { FIXME("Unhandled stream %u.\n", e->stream_idx); continue; } if (!e->semantic_name) continue; if (!shader_get_stream_output_register_info(shader, e, ®ister_idx, &component_idx)) continue; if (component_idx || e->component_count != 4) { DWORD write_mask; char str_mask[6]; write_mask = ((1u << e->component_count) - 1) << component_idx; shader_glsl_write_mask_to_str(write_mask, str_mask); shader_addline(buffer, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n", register_idx, component_idx, component_idx + e->component_count - 1, register_idx, str_mask); } else { shader_addline(buffer, "shader_out.reg%u = outputs[%u];\n", register_idx, register_idx); } } shader_addline(buffer, "}\n"); } static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv *priv, const struct wined3d_shader *shader, unsigned int input_count, const struct wined3d_gl_info *gl_info, BOOL rasterizer_setup, const DWORD *interpolation_mode) { const char *prefix = shader_glsl_get_prefix(shader->reg_maps.shader_version.type); struct wined3d_string_buffer *buffer = &priv->shader_buffer; if (rasterizer_setup) input_count = min(vec4_varyings(4, gl_info), input_count); if (input_count) shader_glsl_declare_shader_outputs(gl_info, buffer, input_count, rasterizer_setup, interpolation_mode); shader_addline(buffer, "void setup_%s_output(in vec4 outputs[%u])\n{\n", prefix, shader->limits->packed_output); if (rasterizer_setup) shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL, NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE); else shader_glsl_setup_sm4_shader_output(priv, input_count, &shader->output_signature, &shader->reg_maps, "shader_out", rasterizer_setup); shader_addline(buffer, "}\n"); } static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer *buffer, const struct wined3d_shader_signature_element *constant, unsigned int *user_constant_idx, const char *reg_mask) { if (!constant->sysval_semantic) { shader_addline(buffer, "user_patch_constant[%u]%s", (*user_constant_idx)++, reg_mask); return; } switch (constant->sysval_semantic) { case WINED3D_SV_TESS_FACTOR_QUADEDGE: case WINED3D_SV_TESS_FACTOR_TRIEDGE: case WINED3D_SV_TESS_FACTOR_LINEDET: case WINED3D_SV_TESS_FACTOR_LINEDEN: shader_addline(buffer, "gl_TessLevelOuter[%u]", constant->semantic_idx); break; case WINED3D_SV_TESS_FACTOR_QUADINT: case WINED3D_SV_TESS_FACTOR_TRIINT: shader_addline(buffer, "gl_TessLevelInner[%u]", constant->semantic_idx); break; default: FIXME("Unhandled sysval semantic %#x.\n", constant->sysval_semantic); shader_addline(buffer, "vec4(0.0)%s", reg_mask); } } static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer *buffer, const struct wined3d_shader_signature *signature, BOOL input_setup) { unsigned int i, register_count, user_constant_index, user_constant_count; register_count = user_constant_count = 0; for (i = 0; i < signature->element_count; ++i) { const struct wined3d_shader_signature_element *constant = &signature->elements[i]; register_count = max(constant->register_idx + 1, register_count); if (!constant->sysval_semantic) ++user_constant_count; } if (user_constant_count) shader_addline(buffer, "patch %s vec4 user_patch_constant[%u];\n", input_setup ? "in" : "out", user_constant_count); if (input_setup) shader_addline(buffer, "vec4 vpc[%u];\n", register_count); shader_addline(buffer, "void setup_patch_constant_%s()\n{\n", input_setup ? "input" : "output"); for (i = 0, user_constant_index = 0; i < signature->element_count; ++i) { const struct wined3d_shader_signature_element *constant = &signature->elements[i]; char reg_mask[6]; shader_glsl_write_mask_to_str(constant->mask, reg_mask); if (input_setup) shader_addline(buffer, "vpc[%u]%s", constant->register_idx, reg_mask); else shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask); shader_addline(buffer, " = "); if (input_setup) shader_glsl_generate_patch_constant_name(buffer, constant, &user_constant_index, reg_mask); else shader_addline(buffer, "hs_out[%u]%s", constant->register_idx, reg_mask); shader_addline(buffer, ";\n"); } shader_addline(buffer, "}\n"); } static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info) { const char *output = get_fragment_output(gl_info); shader_addline(buffer, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output); shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n"); shader_addline(buffer, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output); shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output); shader_addline(buffer, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output); shader_addline(buffer, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output, output); } static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode) { const char *output = get_fragment_output(gl_info); switch (mode) { case WINED3D_FFP_PS_FOG_OFF: return; case WINED3D_FFP_PS_FOG_LINEAR: shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n"); break; case WINED3D_FFP_PS_FOG_EXP: shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n"); break; case WINED3D_FFP_PS_FOG_EXP2: shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density" " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n"); break; default: ERR("Invalid fog mode %#x.\n", mode); return; } shader_addline(buffer, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n", output, output); } static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func) { /* alpha_func is the PASS condition, not the DISCARD condition. Instead of * flipping all the operators here, just negate the comparison below. */ static const char * const comparison_operator[] = { "", /* WINED3D_CMP_NEVER */ "<", /* WINED3D_CMP_LESS */ "==", /* WINED3D_CMP_EQUAL */ "<=", /* WINED3D_CMP_LESSEQUAL */ ">", /* WINED3D_CMP_GREATER */ "!=", /* WINED3D_CMP_NOTEQUAL */ ">=", /* WINED3D_CMP_GREATEREQUAL */ "" /* WINED3D_CMP_ALWAYS */ }; if (alpha_func == WINED3D_CMP_ALWAYS) return; if (alpha_func != WINED3D_CMP_NEVER) shader_addline(buffer, "if (!(%s[0].a %s alpha_test_ref))\n", get_fragment_output(gl_info), comparison_operator[alpha_func - WINED3D_CMP_NEVER]); shader_addline(buffer, " discard;\n"); } static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer *buffer, const char *colour, const char *colour_key_low, const char *colour_key_high) { shader_addline(buffer, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n", colour, colour_key_low, colour, colour_key_high); shader_addline(buffer, " discard;\n"); } static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info) { if (gl_info->supported[ARB_CULL_DISTANCE]) shader_addline(buffer, "#extension GL_ARB_cull_distance : enable\n"); if (gl_info->supported[ARB_GPU_SHADER5]) shader_addline(buffer, "#extension GL_ARB_gpu_shader5 : enable\n"); if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS]) shader_addline(buffer, "#extension GL_ARB_shader_atomic_counters : enable\n"); if (gl_info->supported[ARB_SHADER_BIT_ENCODING]) shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n"); if (gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]) shader_addline(buffer, "#extension GL_ARB_shader_image_load_store : enable\n"); if (gl_info->supported[ARB_SHADER_IMAGE_SIZE]) shader_addline(buffer, "#extension GL_ARB_shader_image_size : enable\n"); if (gl_info->supported[ARB_SHADER_STORAGE_BUFFER_OBJECT]) shader_addline(buffer, "#extension GL_ARB_shader_storage_buffer_object : enable\n"); if (gl_info->supported[ARB_SHADER_TEXTURE_IMAGE_SAMPLES]) shader_addline(buffer, "#extension GL_ARB_shader_texture_image_samples : enable\n"); if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK]) shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n"); if (gl_info->supported[ARB_SHADING_LANGUAGE_PACKING]) shader_addline(buffer, "#extension GL_ARB_shading_language_packing : enable\n"); if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]) shader_addline(buffer, "#extension GL_ARB_texture_cube_map_array : enable\n"); if (gl_info->supported[ARB_TEXTURE_GATHER]) shader_addline(buffer, "#extension GL_ARB_texture_gather : enable\n"); if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS]) shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n"); if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n"); if (gl_info->supported[ARB_VIEWPORT_ARRAY]) shader_addline(buffer, "#extension GL_ARB_viewport_array : enable\n"); if (gl_info->supported[EXT_GPU_SHADER4]) shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n"); if (gl_info->supported[EXT_TEXTURE_ARRAY]) shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n"); if (gl_info->supported[EXT_TEXTURE_SHADOW_LOD]) shader_addline(buffer, "#extension GL_EXT_texture_shadow_lod : enable\n"); } static void shader_glsl_generate_color_output(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const struct wined3d_shader *shader, const struct ps_compile_args *args, struct wined3d_string_buffer_list *string_buffers) { const struct wined3d_shader_signature *output_signature = &shader->output_signature; struct wined3d_string_buffer *src, *assignment; enum wined3d_data_type dst_data_type; const char *swizzle; unsigned int i; if (output_signature->element_count) { src = string_buffer_get(string_buffers); assignment = string_buffer_get(string_buffers); for (i = 0; i < output_signature->element_count; ++i) { const struct wined3d_shader_signature_element *output = &output_signature->elements[i]; /* register_idx is set to ~0u for non-color outputs. */ if (output->register_idx == ~0u) continue; if ((unsigned int)output->component_type >= ARRAY_SIZE(component_type_info)) { FIXME("Unhandled component type %#x.\n", output->component_type); continue; } dst_data_type = component_type_info[output->component_type].data_type; shader_addline(buffer, "color_out%u = ", output->semantic_idx); string_buffer_sprintf(src, "ps_out[%u]", output->semantic_idx); shader_glsl_sprintf_cast(assignment, src->buffer, dst_data_type, WINED3D_DATA_FLOAT, 4); swizzle = args->rt_alpha_swizzle & (1u << output->semantic_idx) ? ".argb" : ""; shader_addline(buffer, "%s%s;\n", assignment->buffer, swizzle); } string_buffer_release(string_buffers, src); string_buffer_release(string_buffers, assignment); } else { DWORD mask = shader->reg_maps.rt_mask; while (mask) { i = wined3d_bit_scan(&mask); swizzle = args->rt_alpha_swizzle & (1u << i) ? ".argb" : ""; shader_addline(buffer, "color_out%u = ps_out[%u]%s;\n", i, i, swizzle); } } } static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader, const struct ps_compile_args *args, struct wined3d_string_buffer_list *string_buffers) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */ if (reg_maps->shader_version.major < 2) shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info)); if (args->srgb_correction) shader_glsl_generate_srgb_write_correction(buffer, gl_info); /* SM < 3 does not replace the fog stage. */ if (reg_maps->shader_version.major < 3) shader_glsl_generate_fog_code(buffer, gl_info, args->fog); shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1); if (reg_maps->sample_mask) shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n"); if (!use_legacy_fragment_output(gl_info)) shader_glsl_generate_color_output(buffer, gl_info, shader, args, string_buffers); } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_gl *context_gl, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, const struct wined3d_shader *shader, const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; const struct wined3d_gl_info *gl_info = context_gl->gl_info; const char *prefix = shader_glsl_get_prefix(version->type); BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info); unsigned int i, extra_constants_needed = 0; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; DWORD map; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.gl_info = gl_info; priv_ctx.cur_ps_args = args; priv_ctx.cur_np2fixup_info = np2fixup_info; priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info); shader_glsl_enable_extensions(buffer, gl_info); if (gl_info->supported[ARB_CONSERVATIVE_DEPTH]) shader_addline(buffer, "#extension GL_ARB_conservative_depth : enable\n"); if (gl_info->supported[ARB_DERIVATIVE_CONTROL]) shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n"); if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n"); if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]) shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n"); if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT]) shader_addline(buffer, "#extension GL_ARB_fragment_layer_viewport : enable\n"); if (gl_info->supported[ARB_SAMPLE_SHADING]) shader_addline(buffer, "#extension GL_ARB_sample_shading : enable\n"); if (gl_info->supported[ARB_SHADER_TEXTURE_LOD]) shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n"); /* The spec says that it doesn't have to be explicitly enabled, but the * nvidia drivers write a warning if we don't do so. */ if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n"); /* Base Declarations */ shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx); if (gl_info->supported[ARB_CONSERVATIVE_DEPTH]) { if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTGE) shader_addline(buffer, "layout (depth_greater) out float gl_FragDepth;\n"); else if (shader->u.ps.depth_output == WINED3DSPR_DEPTHOUTLE) shader_addline(buffer, "layout (depth_less) out float gl_FragDepth;\n"); } /* Declare uniforms for NP2 texcoord fixup: * This is NOT done inside the loop that declares the texture samplers * since the NP2 fixup code is currently only used for the GeforceFX * series and when forcing the ARB_npot extension off. Modern cards just * skip the code anyway, so put it inside a separate loop. */ if (args->np2_fixup) { struct ps_np2fixup_info *fixup = priv_ctx.cur_np2fixup_info; unsigned int cur = 0; /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height] * while D3D has them in the (normalized) [0,1]x[0,1] range. * samplerNP2Fixup stores texture dimensions and is updated through * shader_glsl_load_np2fixup_constants when the sampler changes. */ for (i = 0; i < shader->limits->sampler; ++i) { enum wined3d_shader_resource_type resource_type; resource_type = pixelshader_get_resource_type(reg_maps, i, args->tex_types); if (!resource_type || !(args->np2_fixup & (1u << i))) continue; if (resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_2D) { FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n"); continue; } fixup->idx[i] = cur++; } fixup->num_consts = (cur + 1) >> 1; fixup->active = args->np2_fixup; shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts); } if (version->major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 color;\n"); shader_addline(buffer, " float density;\n"); shader_addline(buffer, " float end;\n"); shader_addline(buffer, " float scale;\n"); shader_addline(buffer, "} ffp_fog;\n"); if (legacy_syntax) { if (glsl_is_color_reg_read(shader, 0)) shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); if (glsl_is_color_reg_read(shader, 1)) shader_addline(buffer, "vec4 ffp_varying_specular;\n"); shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else { if (glsl_is_color_reg_read(shader, 0)) declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n"); if (glsl_is_color_reg_read(shader, 1)) declare_in_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n"); declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } } if (version->major >= 3) { unsigned int in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input); if (args->vp_mode == WINED3D_VP_MODE_SHADER && reg_maps->input_registers) shader_glsl_declare_shader_inputs(gl_info, buffer, in_count, shader->u.ps.interpolation_mode, version->major >= 4); shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count); } for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i) { if (!(map & 1)) continue; shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i); if (reg_maps->luminanceparams & (1u << i)) { shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i); shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i); extra_constants_needed++; } extra_constants_needed++; } if (args->srgb_correction) { shader_addline(buffer, "const vec4 srgb_const0 = "); shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info); shader_addline(buffer, ";\n"); shader_addline(buffer, "const vec4 srgb_const1 = "); shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info); shader_addline(buffer, ";\n"); } if ((reg_maps->usesdsy && wined3d_settings.offscreen_rendering_mode != ORM_FBO) || (reg_maps->vpos && !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])) { ++extra_constants_needed; shader_addline(buffer, "uniform vec4 ycorrection;\n"); } if (reg_maps->vpos) { if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]) { if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n", args->y_correction ? "origin_upper_left, " : ""); else if (args->y_correction) shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n"); } shader_addline(buffer, "vec4 vpos;\n"); } if (args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS) shader_addline(buffer, "uniform float alpha_test_ref;\n"); if (!use_legacy_fragment_output(gl_info)) { const struct wined3d_shader_signature *output_signature = &shader->output_signature; if (args->dual_source_blend) shader_addline(buffer, "vec4 ps_out[2];\n"); else shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers); if (output_signature->element_count) { for (i = 0; i < output_signature->element_count; ++i) { const struct wined3d_shader_signature_element *output = &output_signature->elements[i]; if (output->register_idx == ~0u) continue; if ((unsigned int)output->component_type >= ARRAY_SIZE(component_type_info)) { FIXME("Unhandled component type %#x.\n", output->component_type); continue; } if (shader_glsl_use_explicit_attrib_location(gl_info)) { if (args->dual_source_blend) shader_addline(buffer, "layout(location = 0, index = %u) ", output->semantic_idx); else shader_addline(buffer, "layout(location = %u) ", output->semantic_idx); } shader_addline(buffer, "out %s4 color_out%u;\n", component_type_info[output->component_type].glsl_vector_type, output->semantic_idx); } } else { DWORD mask = reg_maps->rt_mask; while (mask) { i = wined3d_bit_scan(&mask); if (shader_glsl_use_explicit_attrib_location(gl_info)) { if (args->dual_source_blend) shader_addline(buffer, "layout(location = 0, index = %u) ", i); else shader_addline(buffer, "layout(location = %u) ", i); } shader_addline(buffer, "out vec4 color_out%u;\n", i); } } } if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants) FIXME("Insufficient uniforms to run this shader.\n"); if (shader->u.ps.force_early_depth_stencil) shader_addline(buffer, "layout(early_fragment_tests) in;\n"); shader_addline(buffer, "void main()\n{\n"); if (reg_maps->sample_mask) shader_addline(buffer, "float sample_mask = uintBitsToFloat(0xffffffffu);\n"); /* Direct3D applications expect integer vPos values, while OpenGL drivers * add approximately 0.5. This causes off-by-one problems as spotted by * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly * 0.5, but rather something like 0.49999999 or 0.50000001, which still * causes precision troubles when we just subtract 0.5. * * To deal with that, just floor() the position. This will eliminate the * fraction on all cards. * * TODO: Test how this behaves with multisampling. * * An advantage of floor is that it works even if the driver doesn't add * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values * to return in gl_FragCoord, even though coordinates specify the pixel * centers instead of the pixel corners. This code will behave correctly * on drivers that returns integer values. */ if (reg_maps->vpos) { if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]) shader_addline(buffer, "vpos = gl_FragCoord;\n"); else if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n"); else shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n"); } if (reg_maps->shader_version.major < 3 || args->vp_mode != WINED3D_VP_MODE_SHADER) { unsigned int i; WORD map = reg_maps->texcoord; if (legacy_syntax) { if (glsl_is_color_reg_read(shader, 0)) shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n"); if (glsl_is_color_reg_read(shader, 1)) shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n"); } for (i = 0; map; map >>= 1, ++i) { if (map & 1) { if (args->pointsprite) shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i); else if (args->texcoords_initialized & (1u << i)) shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i, legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", i); else shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i); shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i); } } if (legacy_syntax) shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n"); } /* Pack 3.0 inputs */ if (reg_maps->shader_version.major >= 3) shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info, reg_maps->shader_version.major >= 4); /* Base Shader Body */ if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) return 0; /* In SM4+ the shader epilogue is generated by the "ret" instruction. */ if (reg_maps->shader_version.major < 4) shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args, string_buffers); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader, const struct vs_compile_args *args) { const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info); unsigned int i; /* Unpack outputs. */ shader_addline(buffer, "setup_vs_output(vs_out);\n"); /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE), * the fog frag coord is thrown away. If the fog frag coord is used, but not written by * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0). */ if (reg_maps->shader_version.major < 3) { if (args->fog_src == VS_FOG_Z) shader_addline(buffer, "%s = gl_Position.z;\n", legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord"); else if (!reg_maps->fog) shader_addline(buffer, "%s = 0.0;\n", legacy_syntax ? "gl_FogFragCoord" : "ffp_varying_fogcoord"); } /* We always store the clipplanes without y inversion. */ if (args->clip_enabled) { if (legacy_syntax) shader_addline(buffer, "gl_ClipVertex = gl_Position;\n"); else for (i = 0; i < gl_info->limits.user_clip_distances; ++i) shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i); } if (args->point_size && !args->per_vertex_point_size) shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n"); if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL]) shader_glsl_fixup_position(buffer, FALSE); } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_vertex_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args) { struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_shader_version *version = ®_maps->shader_version; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; unsigned int i; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.gl_info = gl_info; priv_ctx.cur_vs_args = args; priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info); shader_glsl_enable_extensions(buffer, gl_info); if (gl_info->supported[ARB_DRAW_INSTANCED]) shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n"); if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n"); if (gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY]) shader_addline(buffer, "#extension GL_ARB_shader_viewport_layer_array : enable\n"); /* Base Declarations */ shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx); for (i = 0; i < shader->input_signature.element_count; ++i) shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]); if (args->point_size && !args->per_vertex_point_size) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " float size;\n"); shader_addline(buffer, " float size_min;\n"); shader_addline(buffer, " float size_max;\n"); shader_addline(buffer, "} ffp_point;\n"); } if (!needs_legacy_glsl_syntax(gl_info)) { if (args->clip_enabled) shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances); if (version->major < 3) { declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_diffuse;\n"); declare_out_varying(gl_info, buffer, args->flatshading, "vec4 ffp_varying_specular;\n"); declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } } if (version->major < 4) shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output); if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "uniform vec4 pos_fixup;\n"); if (reg_maps->shader_version.major >= 4) shader_glsl_generate_sm4_output_setup(priv, shader, args->next_shader_input_count, gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode); shader_addline(buffer, "void main()\n{\n"); if (reg_maps->input_rel_addressing) { unsigned int highest_input_register = wined3d_log2i(reg_maps->input_registers); shader_addline(buffer, "vec4 vs_in[%u];\n", highest_input_register + 1); for (i = 0; i < shader->input_signature.element_count; ++i) { const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i]; shader_addline(buffer, "vs_in[%u] = vs_in%u;\n", e->register_idx, e->register_idx); } } if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) return 0; /* In SM4+ the shader epilogue is generated by the "ret" instruction. */ if (reg_maps->shader_version.major < 4) shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps) { const struct wined3d_shader_signature *output_signature = &shader->output_signature; char reg_mask[6]; unsigned int i; for (i = 0; i < output_signature->element_count; ++i) { const struct wined3d_shader_signature_element *output = &output_signature->elements[i]; shader_glsl_write_mask_to_str(output->mask, reg_mask); shader_addline(buffer, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n", output->register_idx, reg_mask, output->register_idx, reg_mask); } } static HRESULT shader_glsl_generate_shader_phase(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *priv_ctx, const struct wined3d_shader_phase *phase, const char *phase_name, unsigned phase_idx) { unsigned int i; HRESULT hr; shader_addline(buffer, "void hs_%s_phase%u(%s)\n{\n", phase_name, phase_idx, phase->instance_count ? "int phase_instance_id" : ""); for (i = 0; i < phase->temporary_count; ++i) shader_addline(buffer, "vec4 R%u;\n", i); hr = shader_generate_code(shader, buffer, reg_maps, priv_ctx, phase->start, phase->end); shader_addline(buffer, "}\n"); return hr; } static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer *buffer, const struct wined3d_shader_phase *phase, const char *phase_name, unsigned int phase_idx) { if (phase->instance_count) { shader_addline(buffer, "for (int i = 0; i < %u; ++i)\n{\n", phase->instance_count); shader_addline(buffer, "hs_%s_phase%u(i);\n", phase_name, phase_idx); shader_addline(buffer, "}\n"); } else { shader_addline(buffer, "hs_%s_phase%u();\n", phase_name, phase_idx); } } static GLuint shader_glsl_generate_hull_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, const struct wined3d_shader *shader) { struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; const struct wined3d_hull_shader *hs = &shader->u.hs; const struct wined3d_shader_phase *phase; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; unsigned int i; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.gl_info = gl_info; priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info); shader_glsl_enable_extensions(buffer, gl_info); shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n"); shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx); shader_addline(buffer, "layout(vertices = %u) out;\n", hs->output_vertex_count); shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input); shader_addline(buffer, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader->limits->packed_output); shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, FALSE); if (hs->phases.control_point) { shader_addline(buffer, "void setup_hs_output(in vec4 outputs[%u])\n{\n", shader->limits->packed_output); shader_glsl_setup_sm4_shader_output(priv, shader->limits->packed_output, &shader->output_signature, &shader->reg_maps, "shader_out[gl_InvocationID]", FALSE); shader_addline(buffer, "}\n"); } shader_addline(buffer, "void hs_control_point_phase()\n{\n"); if ((phase = hs->phases.control_point)) { for (i = 0; i < phase->temporary_count; ++i) shader_addline(buffer, "vec4 R%u;\n", i); if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, phase->start, phase->end))) return 0; shader_addline(buffer, "setup_hs_output(hs_out);\n"); } else { shader_glsl_generate_default_control_point_phase(shader, buffer, reg_maps); } shader_addline(buffer, "}\n"); for (i = 0; i < hs->phases.fork_count; ++i) { if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx, &hs->phases.fork[i], "fork", i))) return 0; } for (i = 0; i < hs->phases.join_count; ++i) { if (FAILED(shader_glsl_generate_shader_phase(shader, buffer, reg_maps, &priv_ctx, &hs->phases.join[i], "join", i))) return 0; } shader_addline(buffer, "void main()\n{\n"); shader_addline(buffer, "hs_control_point_phase();\n"); if (reg_maps->vocp) shader_addline(buffer, "barrier();\n"); for (i = 0; i < hs->phases.fork_count; ++i) shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.fork[i], "fork", i); for (i = 0; i < hs->phases.join_count; ++i) shader_glsl_generate_shader_phase_invocation(buffer, &hs->phases.join[i], "join", i); shader_addline(buffer, "setup_patch_constant_output();\n"); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER)); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_info, struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader, const struct ds_compile_args *args) { shader_addline(buffer, "setup_ds_output(ds_out);\n"); if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL]) shader_glsl_fixup_position(buffer, FALSE); } static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct ds_compile_args *args) { struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.gl_info = gl_info; priv_ctx.cur_ds_args = args; priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info); shader_glsl_enable_extensions(buffer, gl_info); shader_addline(buffer, "#extension GL_ARB_tessellation_shader : enable\n"); shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx); shader_addline(buffer, "layout("); switch (shader->u.ds.tessellator_domain) { case WINED3D_TESSELLATOR_DOMAIN_LINE: shader_addline(buffer, "isolines"); break; case WINED3D_TESSELLATOR_DOMAIN_QUAD: shader_addline(buffer, "quads"); break; case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE: shader_addline(buffer, "triangles"); break; } switch (args->tessellator_output_primitive) { case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW: if (args->render_offscreen) shader_addline(buffer, ", ccw"); else shader_addline(buffer, ", cw"); break; case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW: if (args->render_offscreen) shader_addline(buffer, ", cw"); else shader_addline(buffer, ", ccw"); break; case WINED3D_TESSELLATOR_OUTPUT_POINT: shader_addline(buffer, ", point_mode"); break; case WINED3D_TESSELLATOR_OUTPUT_LINE: break; } switch (args->tessellator_partitioning) { case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD: shader_addline(buffer, ", fractional_odd_spacing"); break; case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN: shader_addline(buffer, ", fractional_even_spacing"); break; case WINED3D_TESSELLATOR_PARTITIONING_INTEGER: case WINED3D_TESSELLATOR_PARTITIONING_POW2: shader_addline(buffer, ", equal_spacing"); break; } shader_addline(buffer, ") in;\n"); shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input); if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "uniform vec4 pos_fixup;\n"); shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info, args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL, args->interpolation_mode); shader_glsl_generate_patch_constant_setup(buffer, &shader->patch_constant_signature, TRUE); shader_addline(buffer, "void main()\n{\n"); shader_addline(buffer, "setup_patch_constant_input();\n"); if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) return 0; shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER)); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args) { struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; const struct wined3d_shader_signature_element *output; enum wined3d_primitive_type primitive_type; struct shader_glsl_ctx_priv priv_ctx; unsigned int max_vertices; unsigned int i, j; GLuint shader_id; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.gl_info = gl_info; priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info); shader_glsl_enable_extensions(buffer, gl_info); shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx); primitive_type = shader->u.gs.input_type ? shader->u.gs.input_type : args->primitive_type; shader_addline(buffer, "layout(%s", glsl_primitive_type_from_d3d(primitive_type)); if (shader->u.gs.instance_count > 1) shader_addline(buffer, ", invocations = %u", shader->u.gs.instance_count); shader_addline(buffer, ") in;\n"); primitive_type = shader->u.gs.output_type ? shader->u.gs.output_type : args->primitive_type; if (!(max_vertices = shader->u.gs.vertices_out)) { switch (args->primitive_type) { case WINED3D_PT_POINTLIST: max_vertices = 1; break; case WINED3D_PT_LINELIST: max_vertices = 2; break; case WINED3D_PT_TRIANGLELIST: max_vertices = 3; break; default: FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args->primitive_type)); break; } } shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n", glsl_primitive_type_from_d3d(primitive_type), max_vertices); shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input); if (!gl_info->supported[ARB_CLIP_CONTROL]) { shader_addline(buffer, "uniform vec4 pos_fixup"); if (reg_maps->viewport_array) shader_addline(buffer, "[%u]", WINED3D_MAX_VIEWPORTS); shader_addline(buffer, ";\n"); } if (is_rasterization_disabled(shader)) { shader_glsl_generate_stream_output_setup(buffer, shader); } else { shader_glsl_generate_sm4_output_setup(priv, shader, args->output_count, gl_info, TRUE, args->interpolation_mode); } shader_addline(buffer, "void main()\n{\n"); if (shader->function) { if (FAILED(shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL))) return 0; } else { for (i = 0; i < max_vertices; ++i) { for (j = 0; j < shader->output_signature.element_count; ++j) { output = &shader->output_signature.elements[j]; shader_addline(buffer, "gs_out[%u] = shader_in[%u].reg[%u];\n", output->register_idx, i, output->register_idx); } shader_addline(buffer, "setup_gs_output(gs_out);\n"); if (!gl_info->supported[ARB_CLIP_CONTROL]) shader_glsl_fixup_position(buffer, FALSE); shader_addline(buffer, "EmitVertex();\n"); } } shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER)); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx) { const struct shader_glsl_ctx_priv *priv = ctx->backend_data; const struct wined3d_gl_info *gl_info = priv->gl_info; struct wined3d_string_buffer *buffer = ctx->buffer; const struct wined3d_shader *shader = ctx->shader; switch (shader->reg_maps.shader_version.type) { case WINED3D_SHADER_TYPE_PIXEL: shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, priv->cur_ps_args, priv->string_buffers); break; case WINED3D_SHADER_TYPE_VERTEX: shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, priv->cur_vs_args); break; case WINED3D_SHADER_TYPE_DOMAIN: shader_glsl_generate_ds_epilogue(gl_info, buffer, shader, priv->cur_ds_args); break; case WINED3D_SHADER_TYPE_GEOMETRY: case WINED3D_SHADER_TYPE_COMPUTE: break; default: FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type); break; } } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_compute_shader(const struct wined3d_context_gl *context_gl, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, const struct wined3d_shader *shader) { const struct wined3d_shader_thread_group_size *thread_group_size = &shader->u.cs.thread_group_size; const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct shader_glsl_ctx_priv priv_ctx; GLuint shader_id; unsigned int i; memset(&priv_ctx, 0, sizeof(priv_ctx)); priv_ctx.gl_info = gl_info; priv_ctx.string_buffers = string_buffers; shader_glsl_add_version_declaration(buffer, gl_info); shader_glsl_enable_extensions(buffer, gl_info); shader_addline(buffer, "#extension GL_ARB_compute_shader : enable\n"); shader_generate_glsl_declarations(context_gl, buffer, shader, reg_maps, &priv_ctx); for (i = 0; i < reg_maps->tgsm_count; ++i) { if (reg_maps->tgsm[i].size) shader_addline(buffer, "shared uint cs_g%u[%u];\n", i, reg_maps->tgsm[i].size); } shader_addline(buffer, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n", thread_group_size->x, thread_group_size->y, thread_group_size->z); shader_addline(buffer, "void main()\n{\n"); shader_generate_code(shader, buffer, reg_maps, &priv_ctx, NULL, NULL); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER)); TRACE("Compiling shader object %u.\n", shader_id); shader_glsl_compile(gl_info, shader_id, buffer->buffer); return shader_id; } static GLuint find_glsl_fragment_shader(const struct wined3d_context_gl *context_gl, struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers, struct wined3d_shader *shader, const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info) { struct glsl_ps_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; struct ps_np2fixup_info *np2fixup; UINT i; DWORD new_size; GLuint ret; if (!shader->backend_data) { if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.ps; /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), * so a linear search is more performant than a hashmap or a binary search * (cache coherency etc) */ for (i = 0; i < shader_data->num_gl_shaders; ++i) { if (!memcmp(&gl_shaders[i].args, args, sizeof(*args))) { if (args->np2_fixup) *np2fixup_info = &gl_shaders[i].np2fixup; return gl_shaders[i].id; } } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if (shader_data->shader_array_size == shader_data->num_gl_shaders) { if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_array = heap_realloc(shader_data->gl_shaders.ps, new_size * sizeof(*gl_shaders)); } else { new_array = heap_alloc(sizeof(*gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader_data->gl_shaders.ps = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; } gl_shaders[shader_data->num_gl_shaders].args = *args; np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup; memset(np2fixup, 0, sizeof(*np2fixup)); *np2fixup_info = args->np2_fixup ? np2fixup : NULL; string_buffer_clear(buffer); ret = shader_glsl_generate_fragment_shader(context_gl, buffer, string_buffers, shader, args, np2fixup); gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new, const DWORD use_map) { if ((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE; if ((stored->clip_enabled) != new->clip_enabled) return FALSE; if (stored->point_size != new->point_size) return FALSE; if (stored->per_vertex_point_size != new->per_vertex_point_size) return FALSE; if (stored->flatshading != new->flatshading) return FALSE; if (stored->next_shader_type != new->next_shader_type) return FALSE; if (stored->next_shader_input_count != new->next_shader_input_count) return FALSE; if (stored->fog_src != new->fog_src) return FALSE; return !memcmp(stored->interpolation_mode, new->interpolation_mode, sizeof(new->interpolation_mode)); } static GLuint find_glsl_vertex_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct vs_compile_args *args) { struct glsl_vs_compiled_shader *gl_shaders, *new_array; uint32_t use_map = context_gl->c.stream_info.use_map; struct glsl_shader_private *shader_data; unsigned int i, new_size; GLuint ret; if (!shader->backend_data) { if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.vs; /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), * so a linear search is more performant than a hashmap or a binary search * (cache coherency etc) */ for (i = 0; i < shader_data->num_gl_shaders; ++i) { if (vs_args_equal(&gl_shaders[i].args, args, use_map)) return gl_shaders[i].id; } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if (shader_data->shader_array_size == shader_data->num_gl_shaders) { if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2); new_array = heap_realloc(shader_data->gl_shaders.vs, new_size * sizeof(*gl_shaders)); } else { new_array = heap_alloc(sizeof(*gl_shaders)); new_size = 1; } if(!new_array) { ERR("Out of memory\n"); return 0; } shader_data->gl_shaders.vs = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; } gl_shaders[shader_data->num_gl_shaders].args = *args; string_buffer_clear(&priv->shader_buffer); ret = shader_glsl_generate_vertex_shader(context_gl, priv, shader, args); gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static GLuint find_glsl_hull_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, struct wined3d_shader *shader) { struct glsl_hs_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; unsigned int new_size; GLuint ret; if (!shader->backend_data) { if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.hs; if (shader_data->num_gl_shaders > 0) { assert(shader_data->num_gl_shaders == 1); return gl_shaders[0].id; } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); assert(!shader_data->gl_shaders.hs); new_size = 1; if (!(new_array = heap_alloc(sizeof(*new_array)))) { ERR("Failed to allocate GL shaders array.\n"); return 0; } shader_data->gl_shaders.hs = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; string_buffer_clear(&priv->shader_buffer); ret = shader_glsl_generate_hull_shader(context_gl, priv, shader); gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static GLuint find_glsl_domain_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct ds_compile_args *args) { struct glsl_ds_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; unsigned int i, new_size; GLuint ret; if (!shader->backend_data) { if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.ds; for (i = 0; i < shader_data->num_gl_shaders; ++i) { if (!memcmp(&gl_shaders[i].args, args, sizeof(*args))) return gl_shaders[i].id; } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + 1; new_array = heap_realloc(shader_data->gl_shaders.ds, new_size * sizeof(*new_array)); } else { new_array = heap_alloc(sizeof(*new_array)); new_size = 1; } if (!new_array) { ERR("Failed to allocate GL shaders array.\n"); return 0; } shader_data->gl_shaders.ds = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; string_buffer_clear(&priv->shader_buffer); ret = shader_glsl_generate_domain_shader(context_gl, priv, shader, args); gl_shaders[shader_data->num_gl_shaders].args = *args; gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static GLuint find_glsl_geometry_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args) { struct glsl_gs_compiled_shader *gl_shaders, *new_array; struct glsl_shader_private *shader_data; unsigned int i, new_size; GLuint ret; if (!shader->backend_data) { if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); return 0; } } shader_data = shader->backend_data; gl_shaders = shader_data->gl_shaders.gs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { if (!memcmp(&gl_shaders[i].args, args, sizeof(*args))) return gl_shaders[i].id; } TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader); if (shader_data->num_gl_shaders) { new_size = shader_data->shader_array_size + 1; new_array = heap_realloc(shader_data->gl_shaders.gs, new_size * sizeof(*new_array)); } else { new_array = heap_alloc(sizeof(*new_array)); new_size = 1; } if (!new_array) { ERR("Failed to allocate GL shaders array.\n"); return 0; } shader_data->gl_shaders.gs = new_array; shader_data->shader_array_size = new_size; gl_shaders = new_array; string_buffer_clear(&priv->shader_buffer); ret = shader_glsl_generate_geometry_shader(context_gl, priv, shader, args); gl_shaders[shader_data->num_gl_shaders].args = *args; gl_shaders[shader_data->num_gl_shaders++].id = ret; return ret; } static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material) { switch (mcs) { case WINED3D_MCS_MATERIAL: return material; case WINED3D_MCS_COLOR1: return "ffp_attrib_diffuse"; case WINED3D_MCS_COLOR2: return "ffp_attrib_specular"; default: ERR("Invalid material color source %#x.\n", mcs); return "<invalid>"; } } static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer *buffer, const struct wined3d_ffp_vs_settings *settings, unsigned int idx, BOOL legacy_lighting) { shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" " * ffp_light[%u].diffuse.xyz * att;\n", idx); if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); else shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +=" " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", legacy_lighting ? " && ffp_material.shininess > 0.0" : "", idx); } static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer, const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting) { const char *diffuse, *specular, *emissive, *ambient; unsigned int i, idx; if (!settings->lighting) { shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n"); shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n"); return; } shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n"); shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n"); shader_addline(buffer, "vec4 specular = vec4(0.0);\n"); shader_addline(buffer, "vec3 dir, dst;\n"); shader_addline(buffer, "float att, t;\n"); ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient"); diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse"); specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular"); emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive"); idx = 0; for (i = 0; i < settings->point_light_count; ++i, ++idx) { shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx); shader_addline(buffer, "dst.z = dot(dir, dir);\n"); shader_addline(buffer, "dst.y = sqrt(dst.z);\n"); shader_addline(buffer, "dst.x = 1.0;\n"); if (legacy_lighting) { shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx); shader_addline(buffer, "dst.z = dst.y * dst.y;\n"); shader_addline(buffer, "if (dst.y > 0.0)\n{\n"); } else { shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx); } shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att," " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx, idx, idx); if (!legacy_lighting) shader_addline(buffer, "att = 1.0 / att;\n"); shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx); if (!settings->normal) { shader_addline(buffer, "}\n"); continue; } shader_addline(buffer, "dir = normalize(dir);\n"); shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); shader_addline(buffer, "}\n"); } for (i = 0; i < settings->spot_light_count; ++i, ++idx) { shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx); shader_addline(buffer, "dst.z = dot(dir, dir);\n"); shader_addline(buffer, "dst.y = sqrt(dst.z);\n"); shader_addline(buffer, "dst.x = 1.0;\n"); if (legacy_lighting) { shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx, idx); shader_addline(buffer, "dst.z = dst.y * dst.y;\n"); shader_addline(buffer, "if (dst.y > 0.0)\n{\n"); } else { shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx); } shader_addline(buffer, "dir = normalize(dir);\n"); shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx); shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx); shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx); shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)" " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n", idx, idx, idx, idx); if (legacy_lighting) shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att," " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx, idx, idx); else shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att," " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx, idx, idx); shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx); if (!settings->normal) { shader_addline(buffer, "}\n"); continue; } shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); shader_addline(buffer, "}\n"); } for (i = 0; i < settings->directional_light_count; ++i, ++idx) { shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx); if (!settings->normal) continue; shader_addline(buffer, "att = 1.0;\n"); shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx); shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); } for (i = 0; i < settings->parallel_point_light_count; ++i, ++idx) { shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", idx); if (!settings->normal) continue; shader_addline(buffer, "att = 1.0;\n"); shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx); shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting); } shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n", ambient, diffuse, emissive); shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse); shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular); } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv, const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info) { static const struct attrib_info { const char type[6]; const char name[24]; } attrib_info[] = { {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */ {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */ /* TODO: Indexed vertex blending */ {"float", ""}, /* WINED3D_FFP_BLENDINDICES */ {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */ {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */ {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */ {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */ }; const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info); struct wined3d_string_buffer *buffer = &priv->shader_buffer; BOOL output_legacy_fogcoord = legacy_syntax; BOOL legacy_lighting = priv->legacy_lighting; GLuint shader_obj; unsigned int i; string_buffer_clear(buffer); shader_glsl_add_version_declaration(buffer, gl_info); if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n"); for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i) { const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4"; if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "layout(location = %u) ", i); shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i); } shader_addline(buffer, "\n"); shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS); shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n"); shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n"); shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 emissive;\n"); shader_addline(buffer, " vec4 ambient;\n"); shader_addline(buffer, " vec4 diffuse;\n"); shader_addline(buffer, " vec4 specular;\n"); shader_addline(buffer, " float shininess;\n"); shader_addline(buffer, "} ffp_material;\n"); shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n"); shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 diffuse;\n"); shader_addline(buffer, " vec4 specular;\n"); shader_addline(buffer, " vec4 ambient;\n"); shader_addline(buffer, " vec4 position;\n"); shader_addline(buffer, " vec3 direction;\n"); shader_addline(buffer, " float range;\n"); shader_addline(buffer, " float falloff;\n"); shader_addline(buffer, " float c_att;\n"); shader_addline(buffer, " float l_att;\n"); shader_addline(buffer, " float q_att;\n"); shader_addline(buffer, " float cos_htheta;\n"); shader_addline(buffer, " float cos_hphi;\n"); shader_addline(buffer, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS); if (settings->point_size) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " float size;\n"); shader_addline(buffer, " float size_min;\n"); shader_addline(buffer, " float size_max;\n"); shader_addline(buffer, " float c_att;\n"); shader_addline(buffer, " float l_att;\n"); shader_addline(buffer, " float q_att;\n"); shader_addline(buffer, "} ffp_point;\n"); } if (legacy_syntax) { shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); shader_addline(buffer, "vec4 ffp_varying_specular;\n"); shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else { if (settings->clipping) shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances); declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n"); declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n"); declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } shader_addline(buffer, "\nvoid main()\n{\n"); shader_addline(buffer, "float m;\n"); shader_addline(buffer, "vec3 r;\n"); for (i = 0; i < ARRAY_SIZE(attrib_info); ++i) { if (attrib_info[i].name[0]) shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name, i, settings->swizzle_map & (1u << i) ? ".zyxw" : ""); } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { unsigned int coord_idx = settings->texgen[i] & 0x0000ffff; if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU && settings->texcoords & (1u << i)) shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0); } shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends); if (settings->transformed) { shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n"); shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n"); shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n"); } else { for (i = 0; i < settings->vertexblends; ++i) shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i); shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n"); for (i = 0; i < settings->vertexblends + 1; ++i) shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i); shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n"); if (settings->clipping) { if (legacy_syntax) shader_addline(buffer, "gl_ClipVertex = ec_pos;\n"); else for (i = 0; i < gl_info->limits.user_clip_distances; ++i) shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i); } shader_addline(buffer, "ec_pos /= ec_pos.w;\n"); } shader_addline(buffer, "vec3 normal = vec3(0.0);\n"); if (settings->normal) { if (!settings->vertexblends) { shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n"); } else { for (i = 0; i < settings->vertexblends + 1; ++i) shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i); } if (settings->normalize) shader_addline(buffer, "normal = normalize(normal);\n"); } shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting); if (legacy_syntax) { shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n"); shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n"); } else { shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n"); shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n"); } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { BOOL output_legacy_texcoord = legacy_syntax; switch (settings->texgen[i] & 0xffff0000) { case WINED3DTSS_TCI_PASSTHRU: if (settings->texcoords & (1u << i)) shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n", i, i, i); else if (shader_glsl_full_ffp_varyings(gl_info)) shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i); else output_legacy_texcoord = FALSE; break; case WINED3DTSS_TCI_CAMERASPACENORMAL: shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i); break; case WINED3DTSS_TCI_CAMERASPACEPOSITION: shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i); break; case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]" " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i); break; case WINED3DTSS_TCI_SPHEREMAP: shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n"); shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n"); shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]" " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i); break; default: ERR("Unhandled texgen %#x.\n", settings->texgen[i]); break; } if (output_legacy_texcoord) shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i); } switch (settings->fog_mode) { case WINED3D_FFP_VS_FOG_OFF: output_legacy_fogcoord = FALSE; break; case WINED3D_FFP_VS_FOG_FOGCOORD: shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n"); break; case WINED3D_FFP_VS_FOG_RANGE: shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n"); break; case WINED3D_FFP_VS_FOG_DEPTH: if (settings->ortho_fog) { if (gl_info->supported[ARB_CLIP_CONTROL]) shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z;\n"); else /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */ shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n"); } else if (settings->transformed) { shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n"); } else { shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n"); } break; default: ERR("Unhandled fog mode %#x.\n", settings->fog_mode); break; } if (output_legacy_fogcoord) shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n"); if (settings->point_size) { shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att" " + ffp_point.l_att * length(ec_pos.xyz)" " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n", settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size"); shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n"); } shader_addline(buffer, "}\n"); shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); shader_glsl_compile(gl_info, shader_obj, buffer->buffer); return shader_obj; } static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg) { const char *ret; if (arg == ARG_UNUSED) return "<unused arg>"; switch (arg & WINED3DTA_SELECTMASK) { case WINED3DTA_DIFFUSE: ret = "ffp_varying_diffuse"; break; case WINED3DTA_CURRENT: ret = "ret"; break; case WINED3DTA_TEXTURE: switch (stage) { case 0: ret = "tex0"; break; case 1: ret = "tex1"; break; case 2: ret = "tex2"; break; case 3: ret = "tex3"; break; case 4: ret = "tex4"; break; case 5: ret = "tex5"; break; case 6: ret = "tex6"; break; case 7: ret = "tex7"; break; default: ret = "<invalid texture>"; break; } break; case WINED3DTA_TFACTOR: ret = "tex_factor"; break; case WINED3DTA_SPECULAR: ret = "ffp_varying_specular"; break; case WINED3DTA_TEMP: ret = "temp_reg"; break; case WINED3DTA_CONSTANT: switch (stage) { case 0: ret = "tss_const0"; break; case 1: ret = "tss_const1"; break; case 2: ret = "tss_const2"; break; case 3: ret = "tss_const3"; break; case 4: ret = "tss_const4"; break; case 5: ret = "tss_const5"; break; case 6: ret = "tss_const6"; break; case 7: ret = "tss_const7"; break; default: ret = "<invalid constant>"; break; } break; default: return "<unhandled arg>"; } if (arg & WINED3DTA_COMPLEMENT) { shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret); if (argnum == 0) ret = "arg0"; else if (argnum == 1) ret = "arg1"; else if (argnum == 2) ret = "arg2"; } if (arg & WINED3DTA_ALPHAREPLICATE) { shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret); if (argnum == 0) ret = "arg0"; else if (argnum == 1) ret = "arg1"; else if (argnum == 2) ret = "arg2"; } return ret; } static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color, BOOL alpha, BOOL tmp_dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) { const char *dstmask, *dstreg, *arg0, *arg1, *arg2; if (color && alpha) dstmask = ""; else if (color) dstmask = ".xyz"; else dstmask = ".w"; dstreg = tmp_dst ? "temp_reg" : "ret"; arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0); arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1); arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2); switch (op) { case WINED3D_TOP_DISABLE: break; case WINED3D_TOP_SELECT_ARG1: shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask); break; case WINED3D_TOP_SELECT_ARG2: shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask); break; case WINED3D_TOP_MODULATE: shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_MODULATE_4X: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_MODULATE_2X: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD: shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD_SIGNED: shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD_SIGNED_2X: shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_SUBTRACT: shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask); break; case WINED3D_TOP_ADD_SMOOTH: shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask); break; case WINED3D_TOP_BLEND_DIFFUSE_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_BLEND_FACTOR_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE); shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask); break; case WINED3D_TOP_BLEND_CURRENT_ALPHA: arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT); shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0); break; case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR: shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask); break; case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1); break; case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR: shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask); break; case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA: shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1); break; case WINED3D_TOP_BUMPENVMAP: case WINED3D_TOP_BUMPENVMAP_LUMINANCE: /* These are handled in the first pass, nothing to do. */ break; case WINED3D_TOP_DOTPRODUCT3: shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n", dstreg, dstmask, arg1, arg2, dstmask); break; case WINED3D_TOP_MULTIPLY_ADD: shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask); break; case WINED3D_TOP_LERP: /* MSDN isn't quite right here. */ shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n", dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask); break; default: FIXME("Unhandled operation %#x.\n", op); break; } } /* Context activation is done by the caller. */ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv, const struct ffp_frag_settings *settings, const struct wined3d_context_gl *context_gl) { struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers); enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1; struct wined3d_string_buffer *buffer = &priv->shader_buffer; BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0; const struct wined3d_gl_info *gl_info = context_gl->gl_info; const BOOL legacy_syntax = needs_legacy_glsl_syntax(gl_info); BOOL tempreg_used = FALSE, tfactor_used = FALSE; UINT lowest_disabled_stage; GLuint shader_id; DWORD arg0, arg1, arg2; unsigned int stage; string_buffer_clear(buffer); /* Find out which textures are read */ for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK; arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK; arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK; if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE || (stage == 0 && settings->color_key_enabled)) tex_map |= 1u << stage; if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) tfactor_used = TRUE; if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) tempreg_used = TRUE; if (settings->op[stage].tmp_dst) tempreg_used = TRUE; if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT) tss_const_map |= 1u << stage; switch (settings->op[stage].cop) { case WINED3D_TOP_BUMPENVMAP_LUMINANCE: lum_map |= 1u << stage; /* fall through */ case WINED3D_TOP_BUMPENVMAP: bump_map |= 1u << stage; /* fall through */ case WINED3D_TOP_BLEND_TEXTURE_ALPHA: case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM: tex_map |= 1u << stage; break; case WINED3D_TOP_BLEND_FACTOR_ALPHA: tfactor_used = TRUE; break; default: break; } if (settings->op[stage].aop == WINED3D_TOP_DISABLE) continue; arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK; arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK; arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK; if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE) tex_map |= 1u << stage; if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR) tfactor_used = TRUE; if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP) tempreg_used = TRUE; if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT) tss_const_map |= 1u << stage; } lowest_disabled_stage = stage; shader_glsl_add_version_declaration(buffer, gl_info); if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n"); if (gl_info->supported[ARB_SHADING_LANGUAGE_420PACK]) shader_addline(buffer, "#extension GL_ARB_shading_language_420pack : enable\n"); if (gl_info->supported[ARB_TEXTURE_RECTANGLE]) shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n"); if (!use_legacy_fragment_output(gl_info)) { shader_addline(buffer, "vec4 ps_out[1];\n"); if (shader_glsl_use_explicit_attrib_location(gl_info)) shader_addline(buffer, "layout(location = 0) "); shader_addline(buffer, "out vec4 color_out0;\n"); } shader_addline(buffer, "vec4 tmp0, tmp1;\n"); shader_addline(buffer, "vec4 ret;\n"); if (tempreg_used || settings->sRGB_write) shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n"); shader_addline(buffer, "vec4 arg0, arg1, arg2;\n"); for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { const char *sampler_type; if (tss_const_map & (1u << stage)) shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage); if (!(tex_map & (1u << stage))) continue; switch (settings->op[stage].tex_type) { case WINED3D_GL_RES_TYPE_TEX_1D: sampler_type = "1D"; break; case WINED3D_GL_RES_TYPE_TEX_2D: sampler_type = "2D"; break; case WINED3D_GL_RES_TYPE_TEX_3D: sampler_type = "3D"; break; case WINED3D_GL_RES_TYPE_TEX_CUBE: sampler_type = "Cube"; break; case WINED3D_GL_RES_TYPE_TEX_RECT: sampler_type = "2DRect"; break; default: FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type); sampler_type = NULL; break; } if (sampler_type) { if (shader_glsl_use_layout_binding_qualifier(gl_info)) shader_glsl_append_sampler_binding_qualifier(buffer, &context_gl->c, NULL, stage); shader_addline(buffer, "uniform sampler%s ps_sampler%u;\n", sampler_type, stage); } shader_addline(buffer, "vec4 tex%u;\n", stage); if (!(bump_map & (1u << stage))) continue; shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage); if (!(lum_map & (1u << stage))) continue; shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage); shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage); } if (tfactor_used) shader_addline(buffer, "uniform vec4 tex_factor;\n"); if (settings->color_key_enabled) shader_addline(buffer, "uniform vec4 color_key[2];\n"); shader_addline(buffer, "uniform vec4 specular_enable;\n"); if (settings->sRGB_write) { shader_addline(buffer, "const vec4 srgb_const0 = "); shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[0].x, 4, gl_info); shader_addline(buffer, ";\n"); shader_addline(buffer, "const vec4 srgb_const1 = "); shader_glsl_append_imm_vec(buffer, &wined3d_srgb_const[1].x, 4, gl_info); shader_addline(buffer, ";\n"); } shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 color;\n"); shader_addline(buffer, " float density;\n"); shader_addline(buffer, " float end;\n"); shader_addline(buffer, " float scale;\n"); shader_addline(buffer, "} ffp_fog;\n"); if (alpha_test_func != WINED3D_CMP_ALWAYS) shader_addline(buffer, "uniform float alpha_test_ref;\n"); if (legacy_syntax) { shader_addline(buffer, "vec4 ffp_varying_diffuse;\n"); shader_addline(buffer, "vec4 ffp_varying_specular;\n"); shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "float ffp_varying_fogcoord;\n"); } else { declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n"); declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n"); declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES); shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES); declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n"); } shader_addline(buffer, "void main()\n{\n"); if (legacy_syntax) { shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n"); shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n"); } for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { if (tex_map & (1u << stage)) { if (settings->pointsprite) shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage); else if (settings->texcoords_initialized & (1u << stage)) shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", stage, legacy_syntax ? "gl_TexCoord" : "ffp_varying_texcoord", stage); else shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage); } } if (legacy_syntax && settings->fog != WINED3D_FFP_PS_FOG_OFF) shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n"); if (lowest_disabled_stage < 7 && settings->emul_clipplanes) shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n"); /* Generate texture sampling instructions */ for (stage = 0; stage < WINED3D_MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage) { const char *texture_function, *coord_mask; BOOL proj; if (!(tex_map & (1u << stage))) continue; if (settings->op[stage].projected == WINED3D_PROJECTION_NONE) { proj = FALSE; } else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4 || settings->op[stage].projected == WINED3D_PROJECTION_COUNT3) { proj = TRUE; } else { FIXME("Unexpected projection mode %d\n", settings->op[stage].projected); proj = TRUE; } if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE) proj = FALSE; switch (settings->op[stage].tex_type) { case WINED3D_GL_RES_TYPE_TEX_1D: texture_function = "texture1D"; coord_mask = "x"; break; case WINED3D_GL_RES_TYPE_TEX_2D: texture_function = "texture2D"; coord_mask = "xy"; break; case WINED3D_GL_RES_TYPE_TEX_3D: texture_function = "texture3D"; coord_mask = "xyz"; break; case WINED3D_GL_RES_TYPE_TEX_CUBE: texture_function = "textureCube"; coord_mask = "xyz"; break; case WINED3D_GL_RES_TYPE_TEX_RECT: texture_function = "texture2DRect"; coord_mask = "xy"; break; default: FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type); texture_function = ""; coord_mask = "xyzw"; proj = FALSE; break; } if (!legacy_syntax) texture_function = "texture"; if (stage > 0 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)) { shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1); /* With projective textures, texbem only divides the static * texture coordinate, not the displacement, so multiply the * displacement with the dividing parameter before passing it to * TXP. */ if (settings->op[stage].projected != WINED3D_PROJECTION_NONE) { if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT4) { shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n", stage, stage); shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage); } else { shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n", stage, stage); shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage); } } else { shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage); } shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n", stage, texture_function, proj ? "Proj" : "", stage, coord_mask, proj ? "w" : ""); if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE) shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n", stage, stage - 1, stage - 1, stage - 1); } else if (settings->op[stage].projected == WINED3D_PROJECTION_COUNT3) { shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n", stage, texture_function, proj ? "Proj" : "", stage, stage); } else { shader_addline(buffer, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n", stage, texture_function, proj ? "Proj" : "", stage, stage, coord_mask, proj ? "w" : ""); } string_buffer_sprintf(tex_reg_name, "tex%u", stage); shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL, settings->op[stage].color_fixup); } if (settings->color_key_enabled) shader_glsl_generate_colour_key_test(buffer, "tex0", "color_key[0]", "color_key[1]"); shader_addline(buffer, "ret = ffp_varying_diffuse;\n"); /* Generate the main shader */ for (stage = 0; stage < WINED3D_MAX_TEXTURES; ++stage) { BOOL op_equal; if (settings->op[stage].cop == WINED3D_TOP_DISABLE) break; if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1) op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1; else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2) op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2; else op_equal = settings->op[stage].aop == settings->op[stage].cop && settings->op[stage].carg0 == settings->op[stage].aarg0 && settings->op[stage].carg1 == settings->op[stage].aarg1 && settings->op[stage].carg2 == settings->op[stage].aarg2; if (settings->op[stage].aop == WINED3D_TOP_DISABLE) { shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); } else if (op_equal) { shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].tmp_dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); } else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE) { shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].tmp_dst, settings->op[stage].cop, settings->op[stage].carg0, settings->op[stage].carg1, settings->op[stage].carg2); shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].tmp_dst, settings->op[stage].aop, settings->op[stage].aarg0, settings->op[stage].aarg1, settings->op[stage].aarg2); } } shader_addline(buffer, "%s[0] = ffp_varying_specular * specular_enable + ret;\n", get_fragment_output(gl_info)); if (settings->sRGB_write) shader_glsl_generate_srgb_write_correction(buffer, gl_info); shader_glsl_generate_fog_code(buffer, gl_info, settings->fog); shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func); if (!use_legacy_fragment_output(gl_info)) shader_addline(buffer, "color_out0 = ps_out[0];\n"); shader_addline(buffer, "}\n"); shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); shader_glsl_compile(gl_info, shader_id, buffer->buffer); string_buffer_release(&priv->string_buffers, tex_reg_name); return shader_id; } static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings) { struct glsl_ffp_vertex_shader *shader; const struct wine_rb_entry *entry; if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings))) return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry); if (!(shader = heap_alloc(sizeof(*shader)))) return NULL; shader->desc.settings = *settings; shader->id = shader_glsl_generate_ffp_vertex_shader(priv, settings, gl_info); list_init(&shader->linked_programs); if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1) ERR("Failed to insert ffp vertex shader.\n"); return shader; } static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv, const struct ffp_frag_settings *args, const struct wined3d_context_gl *context_gl) { struct glsl_ffp_fragment_shader *glsl_desc; const struct ffp_frag_desc *desc; if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args))) return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry); if (!(glsl_desc = heap_alloc(sizeof(*glsl_desc)))) return NULL; glsl_desc->entry.settings = *args; glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, context_gl); list_init(&glsl_desc->linked_programs); add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry); return glsl_desc; } static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count) { unsigned int i; struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers); for (i = 0; i < vs_c_count; ++i) { string_buffer_sprintf(name, "vs_c[%u]", i); vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint)); for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) { string_buffer_sprintf(name, "vs_i[%u]", i); vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i) { string_buffer_sprintf(name, "vs_b[%u]", i); vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup")); vs->base_vertex_id_location = GL_EXTCALL(glGetUniformLocation(program_id, "base_vertex_id")); for (i = 0; i < MAX_VERTEX_BLENDS; ++i) { string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i); vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix")); vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix")); for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i); vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient")); vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse")); vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular")); vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive")); vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess")); vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient")); for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i) { string_buffer_sprintf(name, "ffp_light[%u].diffuse", i); vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].specular", i); vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].ambient", i); vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].position", i); vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].direction", i); vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].range", i); vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].falloff", i); vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].c_att", i); vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].l_att", i); vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].q_att", i); vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i); vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i); vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size")); vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min")); vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max")); vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att")); vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att")); vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att")); vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes")); string_buffer_release(&priv->string_buffers, name); } static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ds_program *ds) { ds->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup")); } static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs) { gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup")); } static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count) { unsigned int i; struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers); for (i = 0; i < ps_c_count; ++i) { string_buffer_sprintf(name, "ps_c[%u]", i); ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint)); for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i) { string_buffer_sprintf(name, "ps_i[%u]", i); ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i) { string_buffer_sprintf(name, "ps_b[%u]", i); ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { string_buffer_sprintf(name, "bumpenv_mat%u", i); ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "bumpenv_lum_scale%u", i); ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "bumpenv_lum_offset%u", i); ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); string_buffer_sprintf(name, "tss_const%u", i); ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer)); } ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor")); ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable")); ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color")); ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density")); ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end")); ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale")); ps->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref")); ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup")); ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection")); ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key")); string_buffer_release(&priv->string_buffers, name); } static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv, const struct wined3d_context_gl *context_gl, struct wined3d_shader *shader) { struct glsl_context_data *ctx_data = context_gl->c.shader_backend_data; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_string_buffer *buffer = &priv->shader_buffer; struct glsl_cs_compiled_shader *gl_shaders; struct glsl_shader_private *shader_data; struct glsl_shader_prog_link *entry; GLuint shader_id, program_id; if (!(entry = heap_alloc(sizeof(*entry)))) { ERR("Out of memory.\n"); return E_OUTOFMEMORY; } if (!(shader->backend_data = heap_alloc_zero(sizeof(*shader_data)))) { ERR("Failed to allocate backend data.\n"); heap_free(entry); return E_OUTOFMEMORY; } shader_data = shader->backend_data; if (!(shader_data->gl_shaders.cs = heap_alloc(sizeof(*gl_shaders)))) { ERR("Failed to allocate GL shader array.\n"); heap_free(entry); heap_free(shader->backend_data); shader->backend_data = NULL; return E_OUTOFMEMORY; } shader_data->shader_array_size = 1; gl_shaders = shader_data->gl_shaders.cs; TRACE("Compiling compute shader %p.\n", shader); string_buffer_clear(buffer); shader_id = shader_glsl_generate_compute_shader(context_gl, buffer, &priv->string_buffers, shader); gl_shaders[shader_data->num_gl_shaders++].id = shader_id; program_id = GL_EXTCALL(glCreateProgram()); TRACE("Created new GLSL shader program %u.\n", program_id); entry->id = program_id; entry->vs.id = 0; entry->hs.id = 0; entry->ds.id = 0; entry->gs.id = 0; entry->ps.id = 0; entry->cs.id = shader_id; entry->constant_version = 0; entry->shader_controlled_clip_distances = 0; entry->ps.np2_fixup_info = NULL; add_glsl_program_entry(priv, entry); TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id); GL_EXTCALL(glAttachShader(program_id, shader_id)); checkGLcall("glAttachShader"); list_add_head(&shader->linked_programs, &entry->cs.shader_entry); TRACE("Linking GLSL shader program %u.\n", program_id); GL_EXTCALL(glLinkProgram(program_id)); shader_glsl_validate_link(gl_info, program_id); GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); shader_glsl_load_program_resources(context_gl, priv, program_id, shader); shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps); entry->constant_update_mask = 0; GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0)); checkGLcall("glUseProgram"); return WINED3D_OK; } static GLuint find_glsl_compute_shader(const struct wined3d_context_gl *context_gl, struct shader_glsl_priv *priv, struct wined3d_shader *shader) { struct glsl_shader_private *shader_data; if (!shader->backend_data) { WARN("Failed to find GLSL program for compute shader %p.\n", shader); if (FAILED(shader_glsl_compile_compute_shader(priv, context_gl, shader))) { ERR("Failed to compile compute shader %p.\n", shader); return 0; } } shader_data = shader->backend_data; return shader_data->gl_shaders.cs[0].id; } /* Context activation is done by the caller. */ static void set_glsl_compute_shader_program(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data) { struct glsl_shader_prog_link *entry; struct wined3d_shader *shader; struct glsl_program_key key; GLuint cs_id; if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE))) return; if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE])) { WARN("Compute shader is NULL.\n"); ctx_data->glsl_program = NULL; return; } cs_id = find_glsl_compute_shader(context_gl, priv, shader); memset(&key, 0, sizeof(key)); key.cs_id = cs_id; if (!(entry = get_glsl_program_entry(priv, &key))) ERR("Failed to find GLSL program for compute shader %p.\n", shader); ctx_data->glsl_program = entry; } /* Context activation is done by the caller. */ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl, const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data) { const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info; const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_shader *pre_rasterization_shader; const struct ps_np2fixup_info *np2fixup_info = NULL; struct wined3d_shader *hshader, *dshader, *gshader; struct glsl_shader_prog_link *entry = NULL; struct wined3d_shader *vshader = NULL; struct wined3d_shader *pshader = NULL; GLuint reorder_shader_id = 0; struct glsl_program_key key; GLuint program_id; unsigned int i; GLuint vs_id = 0; GLuint hs_id = 0; GLuint ds_id = 0; GLuint gs_id = 0; GLuint ps_id = 0; struct list *ps_list, *vs_list; WORD attribs_map; struct wined3d_string_buffer *tmp_name; if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program) { vs_id = ctx_data->glsl_program->vs.id; vs_list = &ctx_data->glsl_program->vs.shader_entry; if (use_vs(state)) vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; } else if (use_vs(state)) { struct vs_compile_args vs_compile_args; vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX]; find_vs_compile_args(state, vshader, &vs_compile_args, &context_gl->c); vs_id = find_glsl_vertex_shader(context_gl, priv, vshader, &vs_compile_args); vs_list = &vshader->linked_programs; } else if (priv->vertex_pipe == &glsl_vertex_pipe) { struct glsl_ffp_vertex_shader *ffp_shader; struct wined3d_ffp_vs_settings settings; wined3d_ffp_get_vs_settings(&context_gl->c, state, &settings); ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings); vs_id = ffp_shader->id; vs_list = &ffp_shader->linked_programs; } hshader = state->shader[WINED3D_SHADER_TYPE_HULL]; if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_HULL)) && ctx_data->glsl_program) hs_id = ctx_data->glsl_program->hs.id; else if (hshader) hs_id = find_glsl_hull_shader(context_gl, priv, hshader); dshader = state->shader[WINED3D_SHADER_TYPE_DOMAIN]; if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_DOMAIN)) && ctx_data->glsl_program) { ds_id = ctx_data->glsl_program->ds.id; } else if (dshader) { struct ds_compile_args args; find_ds_compile_args(state, dshader, &args, &context_gl->c); ds_id = find_glsl_domain_shader(context_gl, priv, dshader, &args); } gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]; if (!(context_gl->c.shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program) { gs_id = ctx_data->glsl_program->gs.id; } else if (gshader) { struct gs_compile_args args; find_gs_compile_args(state, gshader, &args, &context_gl->c); gs_id = find_glsl_geometry_shader(context_gl, priv, gshader, &args); } /* A pixel shader is not used when rasterization is disabled. */ if (is_rasterization_disabled(gshader)) { ps_id = 0; ps_list = NULL; } else if (!(context_gl->c.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_gl->c.stream_info.position_transformed, &ps_compile_args, &context_gl->c); ps_id = find_glsl_fragment_shader(context_gl, &priv->shader_buffer, &priv->string_buffers, pshader, &ps_compile_args, &np2fixup_info); ps_list = &pshader->linked_programs; } else if (priv->fragment_pipe == &glsl_fragment_pipe && !(vshader && vshader->reg_maps.shader_version.major >= 4)) { struct glsl_ffp_fragment_shader *ffp_shader; struct ffp_frag_settings settings; wined3d_ffp_get_fs_settings(&context_gl->c, state, &settings, FALSE); ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, &settings, context_gl); ps_id = ffp_shader->id; ps_list = &ffp_shader->linked_programs; } key.vs_id = vs_id; key.hs_id = hs_id; key.ds_id = ds_id; key.gs_id = gs_id; key.ps_id = ps_id; key.cs_id = 0; if ((!vs_id && !hs_id && !ds_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, &key))) { ctx_data->glsl_program = entry; return; } /* If we get to this point, then no matching program exists, so we create one */ program_id = GL_EXTCALL(glCreateProgram()); TRACE("Created new GLSL shader program %u.\n", program_id); /* Create the entry */ entry = heap_alloc(sizeof(*entry)); entry->id = program_id; entry->vs.id = vs_id; entry->hs.id = hs_id; entry->ds.id = ds_id; entry->gs.id = gs_id; entry->ps.id = ps_id; entry->cs.id = 0; entry->constant_version = 0; entry->shader_controlled_clip_distances = 0; entry->ps.np2_fixup_info = np2fixup_info; /* Add the hash table entry */ add_glsl_program_entry(priv, entry); /* Set the current program */ ctx_data->glsl_program = entry; /* Attach GLSL vshader */ if (vs_id) { TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id); GL_EXTCALL(glAttachShader(program_id, vs_id)); checkGLcall("glAttachShader"); list_add_head(vs_list, &entry->vs.shader_entry); } if (vshader) { attribs_map = vshader->reg_maps.input_registers; if (vshader->reg_maps.shader_version.major < 4) { reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader, state->primitive_type == WINED3D_PT_POINTLIST && vshader->reg_maps.point_size, d3d_info->emulated_flatshading && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info); TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id); GL_EXTCALL(glAttachShader(program_id, reorder_shader_id)); checkGLcall("glAttachShader"); /* Flag the reorder function for deletion, it will be freed * automatically when the program is destroyed. */ GL_EXTCALL(glDeleteShader(reorder_shader_id)); } } else { attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1; } if (!shader_glsl_use_explicit_attrib_location(gl_info)) { /* Bind vertex attributes to a corresponding index number to match * the same index numbers as ARB_vertex_programs (makes loading * vertex attributes simpler). With this method, we can use the * exact same code to load the attributes later for both ARB and * GLSL shaders. * * We have to do this here because we need to know the Program ID * in order to make the bindings work, and it has to be done prior * to linking the GLSL program. */ tmp_name = string_buffer_get(&priv->string_buffers); for (i = 0; attribs_map; attribs_map >>= 1, ++i) { if (!(attribs_map & 1)) continue; string_buffer_sprintf(tmp_name, "vs_in%u", i); GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer)); if (vshader && vshader->reg_maps.shader_version.major >= 4) { string_buffer_sprintf(tmp_name, "vs_in_uint%u", i); GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer)); string_buffer_sprintf(tmp_name, "vs_in_int%u", i); GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer)); } } checkGLcall("glBindAttribLocation"); if (!use_legacy_fragment_output(gl_info)) { for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i) { string_buffer_sprintf(tmp_name, "color_out%u", i); if (state->blend_state && state->blend_state->dual_source) GL_EXTCALL(glBindFragDataLocationIndexed(program_id, 0, i, tmp_name->buffer)); else GL_EXTCALL(glBindFragDataLocation(program_id, i, tmp_name->buffer)); checkGLcall("glBindFragDataLocation"); } } string_buffer_release(&priv->string_buffers, tmp_name); } if (hshader) { TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id, program_id); GL_EXTCALL(glAttachShader(program_id, hs_id)); checkGLcall("glAttachShader"); list_add_head(&hshader->linked_programs, &entry->hs.shader_entry); } if (dshader) { TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id, program_id); GL_EXTCALL(glAttachShader(program_id, ds_id)); checkGLcall("glAttachShader"); list_add_head(&dshader->linked_programs, &entry->ds.shader_entry); } if (gshader) { TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id); GL_EXTCALL(glAttachShader(program_id, gs_id)); checkGLcall("glAttachShader"); shader_glsl_init_transform_feedback(context_gl, priv, program_id, gshader); list_add_head(&gshader->linked_programs, &entry->gs.shader_entry); } /* Attach GLSL pshader */ if (ps_id) { TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id); GL_EXTCALL(glAttachShader(program_id, ps_id)); checkGLcall("glAttachShader"); list_add_head(ps_list, &entry->ps.shader_entry); } /* Link the program */ TRACE("Linking GLSL shader program %u.\n", program_id); GL_EXTCALL(glLinkProgram(program_id)); shader_glsl_validate_link(gl_info, program_id); shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs, vshader ? vshader->limits->constant_float : 0); shader_glsl_init_ds_uniform_locations(gl_info, priv, program_id, &entry->ds); shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs); shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps, pshader ? pshader->limits->constant_float : 0); checkGLcall("find glsl program uniform locations"); pre_rasterization_shader = gshader ? gshader : dshader ? dshader : vshader; if (pre_rasterization_shader && pre_rasterization_shader->reg_maps.shader_version.major >= 4) { unsigned int clip_distance_count = wined3d_popcount(pre_rasterization_shader->reg_maps.clip_distance_mask); entry->shader_controlled_clip_distances = 1; entry->clip_distance_mask = (1u << clip_distance_count) - 1; } if (needs_legacy_glsl_syntax(gl_info)) { if (pshader && pshader->reg_maps.shader_version.major >= 3 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info)) { TRACE("Shader %d needs vertex color clamping disabled.\n", program_id); entry->vs.vertex_color_clamp = GL_FALSE; } else { entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB; } } else { /* With core profile we never change vertex_color_clamp from * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call * glClampColorARB(). */ entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB; } /* Set the shader to allow uniform loading on it */ GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); entry->constant_update_mask = 0; if (vshader) { entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F; if (vshader->reg_maps.integer_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I; if (vshader->reg_maps.boolean_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B; if (entry->vs.pos_fixup_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP; if (entry->vs.base_vertex_id_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_BASE_VERTEX_ID; shader_glsl_load_program_resources(context_gl, priv, program_id, vshader); } else { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW | WINED3D_SHADER_CONST_FFP_PROJ; for (i = 1; i < MAX_VERTEX_BLENDS; ++i) { if (entry->vs.modelview_matrix_location[i] != -1) { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND; break; } } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (entry->vs.texture_matrix_location[i] != -1) { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; break; } } if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1 || entry->vs.material_specular_location != -1 || entry->vs.material_emissive_location != -1 || entry->vs.material_shininess_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL; if (entry->vs.light_ambient_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS; } if (entry->vs.clip_planes_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES; if (entry->vs.pointsize_min_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; if (hshader) shader_glsl_load_program_resources(context_gl, priv, program_id, hshader); if (dshader) { if (entry->ds.pos_fixup_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP; shader_glsl_load_program_resources(context_gl, priv, program_id, dshader); } if (gshader) { if (entry->gs.pos_fixup_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP; shader_glsl_load_program_resources(context_gl, priv, program_id, gshader); } if (ps_id) { if (pshader) { entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F; if (pshader->reg_maps.integer_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I; if (pshader->reg_maps.boolean_constants) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B; if (entry->ps.ycorrection_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR; shader_glsl_load_program_resources(context_gl, priv, program_id, pshader); shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps); } else { entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS; shader_glsl_load_samplers(&context_gl->c, priv, program_id, NULL); } for (i = 0; i < WINED3D_MAX_TEXTURES; ++i) { if (entry->ps.bumpenv_mat_location[i] != -1) { entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV; break; } } if (entry->ps.fog_color_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG; if (entry->ps.alpha_test_ref_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST; if (entry->ps.np2_fixup_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP; if (entry->ps.color_key_location != -1) entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY; } } static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader) { struct wined3d_device *device = shader->device; struct wined3d_context *context; if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE) { context = context_acquire(device, NULL, 0); shader_glsl_compile_compute_shader(shader_priv, wined3d_context_gl(context), shader); context_release(context); } } /* Context activation is done by the caller. */ static void shader_glsl_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct glsl_context_data *ctx_data = context->shader_backend_data; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct shader_glsl_priv *priv = shader_priv; struct glsl_shader_prog_link *glsl_program; GLenum current_vertex_color_clamp; GLuint program_id, prev_id; priv->vertex_pipe->vp_enable(context, !use_vs(state)); priv->fragment_pipe->fp_enable(context, !use_ps(state)); prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; set_glsl_shader_program(context_gl, state, priv, ctx_data); glsl_program = ctx_data->glsl_program; if (glsl_program) { program_id = glsl_program->id; current_vertex_color_clamp = glsl_program->vs.vertex_color_clamp; if (glsl_program->shader_controlled_clip_distances) wined3d_context_gl_enable_clip_distances(context_gl, glsl_program->clip_distance_mask); } else { program_id = 0; current_vertex_color_clamp = GL_FIXED_ONLY_ARB; } if (ctx_data->vertex_color_clamp != current_vertex_color_clamp) { ctx_data->vertex_color_clamp = current_vertex_color_clamp; if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) { GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp)); checkGLcall("glClampColorARB"); } else { FIXME("Vertex color clamp needs to be changed, but extension not supported.\n"); } } TRACE("Using GLSL program %u.\n", program_id); if (prev_id != program_id) { GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); if (glsl_program) context->constant_update_mask |= glsl_program->constant_update_mask; } context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE); } /* Context activation is done by the caller. */ static void shader_glsl_select_compute(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct glsl_context_data *ctx_data = context->shader_backend_data; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct shader_glsl_priv *priv = shader_priv; GLuint program_id, prev_id; prev_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; set_glsl_compute_shader_program(context_gl, state, priv, ctx_data); program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0; TRACE("Using GLSL program %u.\n", program_id); if (prev_id != program_id) { GL_EXTCALL(glUseProgram(program_id)); checkGLcall("glUseProgram"); } context->shader_update_mask |= (1u << WINED3D_SHADER_TYPE_PIXEL) | (1u << WINED3D_SHADER_TYPE_VERTEX) | (1u << WINED3D_SHADER_TYPE_GEOMETRY) | (1u << WINED3D_SHADER_TYPE_HULL) | (1u << WINED3D_SHADER_TYPE_DOMAIN); } /* "context" is not necessarily the currently active context. */ static void shader_glsl_invalidate_current_program(struct wined3d_context *context) { struct glsl_context_data *ctx_data = context->shader_backend_data; ctx_data->glsl_program = NULL; context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) | (1u << WINED3D_SHADER_TYPE_VERTEX) | (1u << WINED3D_SHADER_TYPE_GEOMETRY) | (1u << WINED3D_SHADER_TYPE_HULL) | (1u << WINED3D_SHADER_TYPE_DOMAIN) | (1u << WINED3D_SHADER_TYPE_COMPUTE); } /* Context activation is done by the caller. */ static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct glsl_context_data *ctx_data = context->shader_backend_data; const struct wined3d_gl_info *gl_info = context_gl->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(context, FALSE); priv->fragment_pipe->fp_enable(context, FALSE); if (needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_COLOR_BUFFER_FLOAT]) { ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB; GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB)); checkGLcall("glClampColorARB"); } } static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device, const struct glsl_shader_prog_link *program) { const struct glsl_context_data *ctx_data; struct wined3d_context *context; unsigned int i; for (i = 0; i < device->context_count; ++i) { context = device->contexts[i]; ctx_data = context->shader_backend_data; if (ctx_data->glsl_program == program) shader_glsl_invalidate_current_program(context); } } static void shader_glsl_destroy(struct wined3d_shader *shader) { struct glsl_shader_private *shader_data = shader->backend_data; struct wined3d_device *device = shader->device; struct shader_glsl_priv *priv = device->shader_priv; const struct wined3d_gl_info *gl_info; const struct list *linked_programs; struct wined3d_context *context; if (!shader_data || !shader_data->num_gl_shaders) { heap_free(shader_data); shader->backend_data = NULL; return; } context = context_acquire(device, NULL, 0); gl_info = wined3d_context_gl(context)->gl_info; TRACE("Deleting linked programs.\n"); linked_programs = &shader->linked_programs; if (linked_programs->next) { struct glsl_shader_prog_link *entry, *entry2; UINT i; switch (shader->reg_maps.shader_version.type) { case WINED3D_SHADER_TYPE_PIXEL: { struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } heap_free(shader_data->gl_shaders.ps); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, ps.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_VERTEX: { struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } heap_free(shader_data->gl_shaders.vs); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vs.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_HULL: { struct glsl_hs_compiled_shader *gl_shaders = shader_data->gl_shaders.hs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting hull shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } heap_free(shader_data->gl_shaders.hs); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, hs.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_DOMAIN: { struct glsl_ds_compiled_shader *gl_shaders = shader_data->gl_shaders.ds; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting domain shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } heap_free(shader_data->gl_shaders.ds); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, ds.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_GEOMETRY: { struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } heap_free(shader_data->gl_shaders.gs); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, gs.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } case WINED3D_SHADER_TYPE_COMPUTE: { struct glsl_cs_compiled_shader *gl_shaders = shader_data->gl_shaders.cs; for (i = 0; i < shader_data->num_gl_shaders; ++i) { TRACE("Deleting compute shader %u.\n", gl_shaders[i].id); GL_EXTCALL(glDeleteShader(gl_shaders[i].id)); checkGLcall("glDeleteShader"); } heap_free(shader_data->gl_shaders.cs); LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, cs.shader_entry) { shader_glsl_invalidate_contexts_program(device, entry); delete_glsl_program_entry(priv, gl_info, entry); } break; } default: ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type); break; } } heap_free(shader->backend_data); shader->backend_data = NULL; context_release(context); } static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry) { const struct glsl_program_key *k = key; const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry, const struct glsl_shader_prog_link, program_lookup_entry); if (k->vs_id > prog->vs.id) return 1; else if (k->vs_id < prog->vs.id) return -1; if (k->gs_id > prog->gs.id) return 1; else if (k->gs_id < prog->gs.id) return -1; if (k->ps_id > prog->ps.id) return 1; else if (k->ps_id < prog->ps.id) return -1; if (k->hs_id > prog->hs.id) return 1; else if (k->hs_id < prog->hs.id) return -1; if (k->ds_id > prog->ds.id) return 1; else if (k->ds_id < prog->ds.id) return -1; if (k->cs_id > prog->cs.id) return 1; else if (k->cs_id < prog->cs.id) return -1; return 0; } static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count) { SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->contained) + constant_count * sizeof(*heap->positions); void *mem; if (!(mem = heap_alloc(size))) { ERR("Failed to allocate memory\n"); return FALSE; } heap->entries = mem; heap->entries[1].version = 0; heap->contained = (BOOL *)(heap->entries + constant_count + 1); memset(heap->contained, 0, constant_count * sizeof(*heap->contained)); heap->positions = (unsigned int *)(heap->contained + constant_count); heap->size = 1; return TRUE; } static void constant_heap_free(struct constant_heap *heap) { heap_free(heap->entries); } static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe) { SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1; struct fragment_caps fragment_caps; void *vertex_priv, *fragment_priv; struct shader_glsl_priv *priv; if (!(priv = heap_alloc_zero(sizeof(*priv)))) return E_OUTOFMEMORY; string_buffer_list_init(&priv->string_buffers); if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv))) { ERR("Failed to initialize vertex pipe.\n"); heap_free(priv); return E_FAIL; } if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv))) { ERR("Failed to initialize fragment pipe.\n"); vertex_pipe->vp_free(device, NULL); heap_free(priv); return E_FAIL; } if (!string_buffer_init(&priv->shader_buffer)) { ERR("Failed to initialize shader buffer.\n"); goto fail; } if (!(priv->stack = heap_calloc(stack_size, sizeof(*priv->stack)))) { ERR("Failed to allocate memory.\n"); goto fail; } if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F)) { ERR("Failed to initialize vertex shader constant heap\n"); goto fail; } if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F)) { ERR("Failed to initialize pixel shader constant heap\n"); goto fail; } wine_rb_init(&priv->program_lookup, glsl_program_key_compare); priv->next_constant_version = 1; priv->vertex_pipe = vertex_pipe; priv->fragment_pipe = fragment_pipe; fragment_pipe->get_caps(device->adapter, &fragment_caps); priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING; device->vertex_priv = vertex_priv; device->fragment_priv = fragment_priv; device->shader_priv = priv; return WINED3D_OK; fail: constant_heap_free(&priv->pconst_heap); constant_heap_free(&priv->vconst_heap); heap_free(priv->stack); string_buffer_free(&priv->shader_buffer); fragment_pipe->free_private(device, NULL); vertex_pipe->vp_free(device, NULL); heap_free(priv); return E_OUTOFMEMORY; } /* Context activation is done by the caller. */ static void shader_glsl_free(struct wined3d_device *device, struct wined3d_context *context) { struct shader_glsl_priv *priv = device->shader_priv; wine_rb_destroy(&priv->program_lookup, NULL, NULL); constant_heap_free(&priv->pconst_heap); constant_heap_free(&priv->vconst_heap); heap_free(priv->stack); string_buffer_list_cleanup(&priv->string_buffers); string_buffer_free(&priv->shader_buffer); priv->fragment_pipe->free_private(device, context); priv->vertex_pipe->vp_free(device, context); heap_free(device->shader_priv); device->shader_priv = NULL; } static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context) { struct glsl_context_data *ctx_data; if (!(ctx_data = heap_alloc_zero(sizeof(*ctx_data)))) return FALSE; ctx_data->vertex_color_clamp = GL_FIXED_ONLY_ARB; context->shader_backend_data = ctx_data; return TRUE; } static void shader_glsl_free_context_data(struct wined3d_context *context) { heap_free(context->shader_backend_data); } static void shader_glsl_init_context_state(struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE); checkGLcall("GL_PROGRAM_POINT_SIZE"); } static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info *gl_info) { BOOL shader_model_4 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_TEXTURE_SWIZZLE]; if (shader_model_4 && gl_info->supported[ARB_COMPUTE_SHADER] && gl_info->supported[ARB_CULL_DISTANCE] && gl_info->supported[ARB_DERIVATIVE_CONTROL] && gl_info->supported[ARB_GPU_SHADER5] && gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] && gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE] && gl_info->supported[ARB_SHADER_IMAGE_SIZE] && gl_info->supported[ARB_SHADING_LANGUAGE_PACKING] && gl_info->supported[ARB_TESSELLATION_SHADER] && gl_info->supported[ARB_TEXTURE_GATHER] && gl_info->supported[ARB_TRANSFORM_FEEDBACK3]) return 5; if (shader_model_4) return 4; /* Support for texldd and texldl instructions in pixel shaders is required * for SM3. */ if (shader_glsl_has_core_grad(gl_info) || gl_info->supported[ARB_SHADER_TEXTURE_LOD]) return 3; return 2; } static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; unsigned int shader_model = shader_glsl_get_shader_model(gl_info); TRACE("Shader model %u.\n", shader_model); caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model); caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model); caps->ds_version = min(wined3d_settings.max_sm_ds, shader_model); caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model); caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model); caps->cs_version = min(wined3d_settings.max_sm_cs, shader_model); caps->vs_version = gl_info->supported[ARB_VERTEX_SHADER] ? caps->vs_version : 0; caps->ps_version = gl_info->supported[ARB_FRAGMENT_SHADER] ? caps->ps_version : 0; caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants); caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants); caps->varying_count = gl_info->limits.glsl_varyings; /* FIXME: The following line is card dependent. -8.0 to 8.0 is the * Direct3D minimum requirement. * * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude" * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here? * * The problem is that the refrast clamps temporary results in the shader to * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here, * then applications may miss the clamping behavior. On the other hand, if it is smaller, * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't * offer a way to query this. */ if (shader_model >= 4) caps->ps_1x_max_value = FLT_MAX; else caps->ps_1x_max_value = 1024.0f; /* Ideally we'd only set caps like sRGB writes here if supported by both * the shader backend and the fragment pipe, but we can get called before * shader_glsl_alloc(). */ caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING | WINED3D_SHADER_CAP_SRGB_WRITE; if (needs_interpolation_qualifiers_for_shader_outputs(gl_info)) caps->wined3d_caps |= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION; if (shader_glsl_full_ffp_varyings(gl_info)) caps->wined3d_caps |= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS; } static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup) { /* We support everything except YUV conversions. */ return !is_complex_fixup(fixup); } static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = { /* WINED3DSIH_ABS */ shader_glsl_map2gl, /* WINED3DSIH_ADD */ shader_glsl_binop, /* WINED3DSIH_AND */ shader_glsl_binop, /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic, /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic, /* WINED3DSIH_BEM */ shader_glsl_bem, /* WINED3DSIH_BFI */ shader_glsl_bitwise_op, /* WINED3DSIH_BFREV */ shader_glsl_map2gl, /* WINED3DSIH_BREAK */ shader_glsl_break, /* WINED3DSIH_BREAKC */ shader_glsl_breakc, /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op, /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo, /* WINED3DSIH_CALL */ shader_glsl_call, /* WINED3DSIH_CALLNZ */ shader_glsl_callnz, /* WINED3DSIH_CASE */ shader_glsl_case, /* WINED3DSIH_CMP */ shader_glsl_conditional_move, /* WINED3DSIH_CND */ shader_glsl_cnd, /* WINED3DSIH_CONTINUE */ shader_glsl_continue, /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op, /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl, /* WINED3DSIH_CRS */ shader_glsl_cross, /* WINED3DSIH_CUT */ shader_glsl_cut, /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut, /* WINED3DSIH_DCL */ shader_glsl_nop, /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop, /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL, /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL, /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop, /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop, /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop, /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop, /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop, /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop, /* WINED3DSIH_DCL_INTERFACE */ NULL, /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop, /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop, /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop, /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop, /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop, /* WINED3DSIH_DCL_STREAM */ NULL, /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop, /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop, /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop, /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop, /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop, /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop, /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop, /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop, /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop, /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop, /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop, /* WINED3DSIH_DEF */ shader_glsl_nop, /* WINED3DSIH_DEFAULT */ shader_glsl_default, /* WINED3DSIH_DEFB */ shader_glsl_nop, /* WINED3DSIH_DEFI */ shader_glsl_nop, /* WINED3DSIH_DIV */ shader_glsl_binop, /* WINED3DSIH_DP2 */ shader_glsl_dot, /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add, /* WINED3DSIH_DP3 */ shader_glsl_dot, /* WINED3DSIH_DP4 */ shader_glsl_dot, /* WINED3DSIH_DST */ shader_glsl_dst, /* WINED3DSIH_DSX */ shader_glsl_map2gl, /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl, /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl, /* WINED3DSIH_DSY */ shader_glsl_map2gl, /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl, /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl, /* WINED3DSIH_ELSE */ shader_glsl_else, /* WINED3DSIH_EMIT */ shader_glsl_emit, /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit, /* WINED3DSIH_ENDIF */ shader_glsl_end, /* WINED3DSIH_ENDLOOP */ shader_glsl_end, /* WINED3DSIH_ENDREP */ shader_glsl_end, /* WINED3DSIH_ENDSWITCH */ shader_glsl_end, /* WINED3DSIH_EQ */ shader_glsl_relop, /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate, /* WINED3DSIH_EXP */ shader_glsl_scalar_op, /* WINED3DSIH_EXPP */ shader_glsl_expp, /* WINED3DSIH_F16TOF32 */ shader_glsl_float16, /* WINED3DSIH_F32TOF16 */ shader_glsl_float16, /* WINED3DSIH_FCALL */ NULL, /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl, /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl, /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl, /* WINED3DSIH_FRC */ shader_glsl_map2gl, /* WINED3DSIH_FTOI */ shader_glsl_to_int, /* WINED3DSIH_FTOU */ shader_glsl_to_uint, /* WINED3DSIH_GATHER4 */ shader_glsl_gather4, /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4, /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4, /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4, /* WINED3DSIH_GE */ shader_glsl_relop, /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop, /* WINED3DSIH_HS_DECLS */ shader_glsl_nop, /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop, /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop, /* WINED3DSIH_IADD */ shader_glsl_binop, /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op, /* WINED3DSIH_IEQ */ shader_glsl_relop, /* WINED3DSIH_IF */ shader_glsl_if, /* WINED3DSIH_IFC */ shader_glsl_ifc, /* WINED3DSIH_IGE */ shader_glsl_relop, /* WINED3DSIH_ILT */ shader_glsl_relop, /* WINED3DSIH_IMAD */ shader_glsl_mad, /* WINED3DSIH_IMAX */ shader_glsl_map2gl, /* WINED3DSIH_IMIN */ shader_glsl_map2gl, /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter, /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter, /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic, /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic, /* WINED3DSIH_IMUL */ shader_glsl_mul_extended, /* WINED3DSIH_INE */ shader_glsl_relop, /* WINED3DSIH_INEG */ shader_glsl_unary_op, /* WINED3DSIH_ISHL */ shader_glsl_binop, /* WINED3DSIH_ISHR */ shader_glsl_binop, /* WINED3DSIH_ITOF */ shader_glsl_to_float, /* WINED3DSIH_LABEL */ shader_glsl_label, /* WINED3DSIH_LD */ shader_glsl_ld, /* WINED3DSIH_LD2DMS */ shader_glsl_ld, /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured, /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured, /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav, /* WINED3DSIH_LIT */ shader_glsl_lit, /* WINED3DSIH_LOD */ NULL, /* WINED3DSIH_LOG */ shader_glsl_scalar_op, /* WINED3DSIH_LOGP */ shader_glsl_scalar_op, /* WINED3DSIH_LOOP */ shader_glsl_loop, /* WINED3DSIH_LRP */ shader_glsl_lrp, /* WINED3DSIH_LT */ shader_glsl_relop, /* WINED3DSIH_M3x2 */ shader_glsl_mnxn, /* WINED3DSIH_M3x3 */ shader_glsl_mnxn, /* WINED3DSIH_M3x4 */ shader_glsl_mnxn, /* WINED3DSIH_M4x3 */ shader_glsl_mnxn, /* WINED3DSIH_M4x4 */ shader_glsl_mnxn, /* WINED3DSIH_MAD */ shader_glsl_mad, /* WINED3DSIH_MAX */ shader_glsl_map2gl, /* WINED3DSIH_MIN */ shader_glsl_map2gl, /* WINED3DSIH_MOV */ shader_glsl_mov, /* WINED3DSIH_MOVA */ shader_glsl_mov, /* WINED3DSIH_MOVC */ shader_glsl_conditional_move, /* WINED3DSIH_MUL */ shader_glsl_binop, /* WINED3DSIH_NE */ shader_glsl_relop, /* WINED3DSIH_NOP */ shader_glsl_nop, /* WINED3DSIH_NOT */ shader_glsl_unary_op, /* WINED3DSIH_NRM */ shader_glsl_nrm, /* WINED3DSIH_OR */ shader_glsl_binop, /* WINED3DSIH_PHASE */ shader_glsl_nop, /* WINED3DSIH_POW */ shader_glsl_pow, /* WINED3DSIH_RCP */ shader_glsl_scalar_op, /* WINED3DSIH_REP */ shader_glsl_rep, /* WINED3DSIH_RESINFO */ shader_glsl_resinfo, /* WINED3DSIH_RET */ shader_glsl_ret, /* WINED3DSIH_RETP */ shader_glsl_conditional_op, /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl, /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl, /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl, /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl, /* WINED3DSIH_RSQ */ shader_glsl_scalar_op, /* WINED3DSIH_SAMPLE */ shader_glsl_sample, /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample, /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c, /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c, /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample, /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info, /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample, /* WINED3DSIH_SAMPLE_POS */ NULL, /* WINED3DSIH_SETP */ NULL, /* WINED3DSIH_SGE */ shader_glsl_compare, /* WINED3DSIH_SGN */ shader_glsl_sgn, /* WINED3DSIH_SINCOS */ shader_glsl_sincos, /* WINED3DSIH_SLT */ shader_glsl_compare, /* WINED3DSIH_SQRT */ shader_glsl_map2gl, /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured, /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured, /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav, /* WINED3DSIH_SUB */ shader_glsl_binop, /* WINED3DSIH_SWAPC */ shader_glsl_swapc, /* WINED3DSIH_SWITCH */ shader_glsl_switch, /* WINED3DSIH_SYNC */ shader_glsl_sync, /* WINED3DSIH_TEX */ shader_glsl_tex, /* WINED3DSIH_TEXBEM */ shader_glsl_texbem, /* WINED3DSIH_TEXBEML */ shader_glsl_texbem, /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord, /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth, /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3, /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex, /* WINED3DSIH_TEXKILL */ shader_glsl_texkill, /* WINED3DSIH_TEXLDD */ shader_glsl_texldd, /* WINED3DSIH_TEXLDL */ shader_glsl_texldl, /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth, /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad, /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex, /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3, /* WINED3DSIH_TEXM3x3DIFF */ NULL, /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad, /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec, /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex, /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec, /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar, /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb, /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb, /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op, /* WINED3DSIH_UDIV */ shader_glsl_udiv, /* WINED3DSIH_UGE */ shader_glsl_relop, /* WINED3DSIH_ULT */ shader_glsl_relop, /* WINED3DSIH_UMAX */ shader_glsl_map2gl, /* WINED3DSIH_UMIN */ shader_glsl_map2gl, /* WINED3DSIH_UMUL */ shader_glsl_mul_extended, /* WINED3DSIH_USHR */ shader_glsl_binop, /* WINED3DSIH_UTOF */ shader_glsl_to_float, /* WINED3DSIH_XOR */ shader_glsl_binop, }; static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) { SHADER_HANDLER hw_fct; /* Select handler */ hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx]; /* Unhandled opcode */ if (!hw_fct) { FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx)); return; } hw_fct(ins); shader_glsl_add_instruction_modifiers(ins); } static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv) { struct shader_glsl_priv *priv = shader_priv; return priv->ffp_proj_control; } const struct wined3d_shader_backend_ops glsl_shader_backend = { shader_glsl_handle_instruction, shader_glsl_precompile, shader_glsl_select, shader_glsl_select_compute, shader_glsl_disable, shader_glsl_update_float_vertex_constants, shader_glsl_update_float_pixel_constants, shader_glsl_load_constants, shader_glsl_destroy, shader_glsl_alloc, shader_glsl_free, shader_glsl_allocate_context_data, shader_glsl_free_context_data, shader_glsl_init_context_state, shader_glsl_get_caps, shader_glsl_color_fixup_supported, shader_glsl_has_ffp_proj_control, }; static void glsl_vertex_pipe_vp_enable(const struct wined3d_context *context, BOOL enable) {} static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; caps->xyzrhw = TRUE; caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info); caps->ffp_generic_attributes = TRUE; caps->max_active_lights = WINED3D_MAX_ACTIVE_LIGHTS; caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS; caps->max_vertex_blend_matrix_index = 0; caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN | WINED3DVTXPCAPS_MATERIALSOURCE7 | WINED3DVTXPCAPS_VERTEXFOG | WINED3DVTXPCAPS_DIRECTIONALLIGHTS | WINED3DVTXPCAPS_POSITIONALLIGHTS | WINED3DVTXPCAPS_LOCALVIEWER | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP; caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */ caps->max_user_clip_planes = gl_info->limits.user_clip_distances; caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE; } static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info) { if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) return GL_EXT_EMUL_ARB_MULTITEXTURE; return 0; } static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { struct shader_glsl_priv *priv; if (shader_backend == &glsl_shader_backend) { priv = shader_priv; wine_rb_init(&priv->ffp_vertex_shaders, wined3d_ffp_vertex_program_key_compare); return priv; } FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n"); return NULL; } static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *param) { 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 = param; const struct wined3d_gl_info *gl_info; gl_info = ctx->context_gl->gl_info; LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs, struct glsl_shader_prog_link, vs.shader_entry) { delete_glsl_program_entry(ctx->priv, gl_info, program); } GL_EXTCALL(glDeleteShader(shader->id)); heap_free(shader); } /* Context activation is done by the caller. */ static void glsl_vertex_pipe_vp_free(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct shader_glsl_priv *priv = device->vertex_priv; struct glsl_ffp_destroy_ctx ctx; ctx.priv = priv; ctx.context_gl = context_gl; 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) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; BOOL specular = !!(context->stream_info.use_map & (1u << WINED3D_FFP_SPECULAR)); BOOL diffuse = !!(context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE)); BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)); const BOOL legacy_clip_planes = needs_legacy_glsl_syntax(gl_info); BOOL transformed = context->stream_info.position_transformed; BOOL wasrhw = context->last_was_rhw; unsigned int i; context->last_was_rhw = transformed; /* If the vertex declaration contains a transformed position attribute, * the draw uses the fixed function vertex pipeline regardless of any * vertex shader set by the application. */ if (transformed != wasrhw || context->stream_info.swizzle_map != context->last_swizzle_map) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; context->last_swizzle_map = context->stream_info.swizzle_map; if (!use_vs(state)) { if (context->last_was_vshader) { if (legacy_clip_planes) for (i = 0; i < gl_info->limits.user_clip_distances; ++i) clipplane(context, state, STATE_CLIPPLANE(i)); else context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES; } context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; /* Because of settings->texcoords, we have to regenerate the vertex * shader on a vdecl change if there aren't enough varyings to just * always output all the texture coordinates. * * Likewise, we have to invalidate the shader when using per-vertex * colours and diffuse/specular attribute presence changes, or when * normal presence changes. */ if (!shader_glsl_full_ffp_varyings(gl_info) || (state->render_states[WINED3D_RS_COLORVERTEX] && (diffuse != context->last_was_diffuse || specular != context->last_was_specular)) || normal != context->last_was_normal) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } else { if (!context->last_was_vshader) { /* Vertex shader clipping ignores the view matrix. Update all clip planes. */ if (legacy_clip_planes) for (i = 0; i < gl_info->limits.user_clip_distances; ++i) clipplane(context, state, STATE_CLIPPLANE(i)); else context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES; } } context->last_was_vshader = use_vs(state); context->last_was_diffuse = diffuse; context->last_was_specular = specular; context->last_was_normal = normal; } static void glsl_vertex_pipe_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; /* Different vertex shaders potentially require a different vertex attributes setup. */ if (!isStateDirty(context, STATE_VDECL)) context_apply_state(context, state, STATE_VDECL); } static void glsl_vertex_pipe_hs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { /* In Direct3D tessellator options (e.g. output primitive type, primitive * winding) are defined in Hull Shaders, while in GLSL those are * specified in Tessellation Evaluation Shaders. */ context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN; if (state->shader[WINED3D_SHADER_TYPE_VERTEX]) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct glsl_context_data *ctx_data = context->shader_backend_data; BOOL rasterization_disabled; rasterization_disabled = is_rasterization_disabled(state->shader[WINED3D_SHADER_TYPE_GEOMETRY]); if (ctx_data->rasterization_disabled != rasterization_disabled) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; ctx_data->rasterization_disabled = rasterization_disabled; if (state->shader[WINED3D_SHADER_TYPE_DOMAIN]) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN; else if (state->shader[WINED3D_SHADER_TYPE_VERTEX] && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY]) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY; else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN]) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN; else if (state->shader[WINED3D_SHADER_TYPE_VERTEX] && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW; } static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND; } static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; unsigned int k; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW | WINED3D_SHADER_CONST_FFP_LIGHTS | WINED3D_SHADER_CONST_FFP_VERTEXBLEND; if (needs_legacy_glsl_syntax(gl_info)) { for (k = 0; k < gl_info->limits.user_clip_distances; ++k) { if (!isStateDirty(context, STATE_CLIPPLANE(k))) clipplane(context, state, STATE_CLIPPLANE(k)); } } else { context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES; } } static void glsl_vertex_pipe_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { /* Table fog behavior depends on the projection matrix. */ if (state->render_states[WINED3D_RS_FOGENABLE] && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ; } static void glsl_vertex_pipe_viewport(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)) && state->render_states[WINED3D_RS_POINTSCALEENABLE]) context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP; } static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; } static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { DWORD sampler = state_id - STATE_SAMPLER(0); const struct wined3d_texture *texture = state->textures[sampler]; BOOL np2; if (!texture) return; if (sampler >= WINED3D_MAX_TEXTURES) return; if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT)) || context->lastWasPow2Texture & (1u << sampler)) { if (np2) context->lastWasPow2Texture |= 1u << sampler; else context->lastWasPow2Texture &= ~(1u << sampler); context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX; } } static void glsl_vertex_pipe_material(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL; } static void glsl_vertex_pipe_light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS; } static void glsl_vertex_pipe_pointsize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; } static void glsl_vertex_pipe_pointscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (!use_vs(state)) context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE; } static void glsl_vertex_pointsprite_core(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { static unsigned int once; if (state->primitive_type == WINED3D_PT_POINTLIST && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++) FIXME("Non-point sprite points not supported in core profile.\n"); } static void glsl_vertex_pipe_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; UINT index = state_id - STATE_CLIPPLANE(0); if (index >= gl_info->limits.user_clip_distances) return; context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES; } static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] = { {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_HULL), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL), glsl_vertex_pipe_hs }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE }, {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE }, /* Clip planes */ {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE }, {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane}, WINED3D_GLSL_130 }, {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE }, /* Lights */ {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, /* Viewport */ {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE }, /* Transform states */ {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE }, {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, /* Fog */ {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE }, /* NP2 texture matrix fixups. They are not needed if * GL_ARB_texture_non_power_of_two is supported. Otherwise, register * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture * matrix. */ {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO }, {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT}, {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE }, {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GLSL_130 }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE }, }; /* TODO: * - Implement vertex tweening. */ const struct wined3d_vertex_pipe_ops glsl_vertex_pipe = { glsl_vertex_pipe_vp_enable, glsl_vertex_pipe_vp_get_caps, glsl_vertex_pipe_vp_get_emul_mask, glsl_vertex_pipe_vp_alloc, glsl_vertex_pipe_vp_free, glsl_vertex_pipe_vp_states, }; static void glsl_fragment_pipe_enable(const struct wined3d_context *context, BOOL enable) { /* Nothing to do. */ } static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps) { const struct wined3d_gl_info *gl_info = &adapter->gl_info; caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL | WINED3D_FRAGMENT_CAP_SRGB_WRITE | WINED3D_FRAGMENT_CAP_COLOR_KEY; caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP | WINED3DPMISCCAPS_PERSTAGECONSTANT; caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | WINED3DTEXOPCAPS_MODULATE4X | WINED3DTEXOPCAPS_MODULATE2X | WINED3DTEXOPCAPS_MODULATE | WINED3DTEXOPCAPS_ADDSIGNED2X | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_SUBTRACT | WINED3DTEXOPCAPS_ADDSMOOTH | WINED3DTEXOPCAPS_BLENDCURRENTALPHA | WINED3DTEXOPCAPS_BLENDFACTORALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | WINED3DTEXOPCAPS_DOTPRODUCT3 | WINED3DTEXOPCAPS_MULTIPLYADD | WINED3DTEXOPCAPS_LERP | WINED3DTEXOPCAPS_BUMPENVMAP | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE; caps->MaxTextureBlendStages = WINED3D_MAX_TEXTURES; caps->MaxSimultaneousTextures = min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_TEXTURES); } static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info) { if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) return GL_EXT_EMUL_ARB_MULTITEXTURE; return 0; } static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { struct shader_glsl_priv *priv; if (shader_backend == &glsl_shader_backend) { priv = shader_priv; wine_rb_init(&priv->ffp_fragment_shaders, wined3d_ffp_frag_program_key_compare); return priv; } FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n"); return NULL; } static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *param) { 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 = param; const struct wined3d_gl_info *gl_info; gl_info = ctx->context_gl->gl_info; LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs, struct glsl_shader_prog_link, ps.shader_entry) { delete_glsl_program_entry(ctx->priv, gl_info, program); } GL_EXTCALL(glDeleteShader(shader->id)); heap_free(shader); } /* Context activation is done by the caller. */ static void glsl_fragment_pipe_free(struct wined3d_device *device, struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct shader_glsl_priv *priv = device->fragment_priv; struct glsl_ffp_destroy_ctx ctx; ctx.priv = priv; ctx.context_gl = context_gl; 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) { const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; /* Because of settings->texcoords_initialized and args->texcoords_initialized. */ if (!shader_glsl_full_ffp_varyings(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) { const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; /* Because of settings->texcoords_initialized and args->texcoords_initialized. */ if (!shader_glsl_full_ffp_varyings(gl_info)) context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS; } static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]); float ref = wined3d_alpha_ref(state); if (func) { gl_info->gl_ops.gl.p_glAlphaFunc(func, ref); checkGLcall("glAlphaFunc"); } } static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; if (state->render_states[WINED3D_RS_ALPHATESTENABLE]) { gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST); checkGLcall("glEnable(GL_ALPHA_TEST)"); } else { gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); checkGLcall("glDisable(GL_ALPHA_TEST)"); } } static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST; } static void glsl_fragment_pipe_color_key(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY; } static void glsl_fragment_pipe_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; } static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template[] = { {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), glsl_fragment_pipe_alpha_test_func }, WINED3D_GL_LEGACY_CONTEXT}, {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), NULL }, WINED3D_GL_LEGACY_CONTEXT}, {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_LEGACY_CONTEXT}, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_core_alpha_test }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB}, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0}, {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE }, {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GLSL_130 }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE }, }; static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context) { return TRUE; } static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context) { } const struct wined3d_fragment_pipe_ops glsl_fragment_pipe = { glsl_fragment_pipe_enable, glsl_fragment_pipe_get_caps, glsl_fragment_pipe_get_emul_mask, glsl_fragment_pipe_alloc, glsl_fragment_pipe_free, glsl_fragment_pipe_alloc_context_data, glsl_fragment_pipe_free_context_data, shader_glsl_color_fixup_supported, glsl_fragment_pipe_state_template, }; struct glsl_blitter_args { GLenum texture_type; struct color_fixup_desc fixup; unsigned short use_colour_key; }; struct glsl_blitter_program { struct wine_rb_entry entry; struct glsl_blitter_args args; GLuint id; }; struct wined3d_glsl_blitter { struct wined3d_blitter blitter; struct wined3d_string_buffer_list string_buffers; struct wine_rb_tree programs; GLuint palette_texture; }; static int glsl_blitter_args_compare(const void *key, const struct wine_rb_entry *entry) { const struct glsl_blitter_args *a = key; const struct glsl_blitter_args *b = &WINE_RB_ENTRY_VALUE(entry, const struct glsl_blitter_program, entry)->args; return memcmp(a, b, sizeof(*a)); } /* Context activation is done by the caller. */ static void glsl_free_blitter_program(struct wine_rb_entry *entry, void *ctx) { struct glsl_blitter_program *program = WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry); struct wined3d_context_gl *context_gl = ctx; const struct wined3d_gl_info *gl_info; gl_info = context_gl->gl_info; GL_EXTCALL(glDeleteProgram(program->id)); checkGLcall("glDeleteProgram()"); heap_free(program); } /* Context activation is done by the caller. */ static void glsl_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_context_gl *context_gl = wined3d_context_gl(context); const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_glsl_blitter *glsl_blitter; struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_destroy(next, context); glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter); if (glsl_blitter->palette_texture) gl_info->gl_ops.gl.p_glDeleteTextures(1, &glsl_blitter->palette_texture); wine_rb_destroy(&glsl_blitter->programs, glsl_free_blitter_program, context_gl); string_buffer_list_cleanup(&glsl_blitter->string_buffers); heap_free(glsl_blitter); } static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args, const char *output, const char *tex_type, const char *swizzle) { shader_addline(buffer, "uniform sampler1D sampler_palette;\n"); shader_addline(buffer, "\nvoid main()\n{\n"); /* The alpha-component contains the palette index. */ shader_addline(buffer, " float index = texture%s(sampler, out_texcoord.%s).%c;\n", needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle, gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x'); /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in * the middle. */ shader_addline(buffer, " index = (index * 255.0 + 0.5) / 256.0;\n"); shader_addline(buffer, " %s = texture%s(sampler_palette, index);\n", output, needs_legacy_glsl_syntax(gl_info) ? "1D" : ""); if (args->use_colour_key) shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high"); shader_addline(buffer, "}\n"); } static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args, const char *tex_type) { enum complex_fixup complex_fixup = get_complex_fixup(args->fixup); char chroma, luminance; const char *tex; /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit * macropixel, giving effectively 16 bits per pixel. The color consists of * a luminance(Y) and two chroma(U and V) values. Each macropixel has two * luminance values, one for each single pixel it contains, and one U and * one V value shared between both pixels. * * The data is loaded into an A8L8 texture. With YUY2, the luminance * component contains the luminance and alpha the chroma. With UYVY it is * vice versa. Thus take the format into account when generating the read * swizzles * * Reading the Y value is straightforward - just sample the texture. The * hardware takes care of filtering in the horizontal and vertical * direction. * * Reading the U and V values is harder. We have to avoid filtering * horizontally, because that would mix the U and V values of one pixel or * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to * get an unfiltered read, regardless of the filtering setting. Vertical * filtering works automatically though - the U and V values of two rows * are mixed nicely. * * Apart of avoiding filtering issues, the code has to know which value it * just read, and where it can find the other one. To determine this, it * checks if it sampled an even or odd pixel, and shifts the 2nd read * accordingly. * * Handling horizontal filtering of U and V values requires reading a 2nd * pair of pixels, extracting U and V and mixing them. This is not * implemented yet. * * An alternative implementation idea is to load the texture as A8R8G8B8 * texture, with width / 2. This way one read gives all 3 values, finding * U and V is easy in an unfiltered situation. Finding the luminance on * the other hand requires finding out if it is an odd or even pixel. The * real drawback of this approach is filtering. This would have to be * emulated completely in the shader, reading up two 2 packed pixels in up * to 2 rows and interpolating both horizontally and vertically. Beyond * that it would require adjustments to the texture handling code to deal * with the width scaling. */ if (complex_fixup == COMPLEX_FIXUP_UYVY) { chroma = 'x'; luminance = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y'; } else { chroma = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y'; luminance = 'x'; } tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : ""; /* First we have to read the chroma values. This means we need at least * two pixels (no filtering), or 4 pixels (with filtering). To get the * unmodified chroma, we have to rid ourselves of the filtering when we * sample the texture. */ shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n"); /* We must not allow filtering between pixel x and x+1, this would mix U * and V. Vertical filtering is ok. However, bear in mind that the pixel * center is at 0.5, so add 0.5. */ shader_addline(buffer, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n"); shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma); /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25 * and 0.75 for the even and odd pixels respectively. */ /* Put the value into either of the chroma values. */ shader_addline(buffer, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n"); shader_addline(buffer, " if (even)\n"); shader_addline(buffer, " chroma.y = luminance;\n"); shader_addline(buffer, " else\n"); shader_addline(buffer, " chroma.x = luminance;\n"); /* Sample pixel 2. If we read an even pixel, sample the pixel right to the * current one. Otherwise, sample the left pixel. */ shader_addline(buffer, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n"); shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma); /* Put the value into the other chroma. */ shader_addline(buffer, " if (even)\n"); shader_addline(buffer, " chroma.x = luminance;\n"); shader_addline(buffer, " else\n"); shader_addline(buffer, " chroma.y = luminance;\n"); /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of * the current one and lerp the two U and V values. */ /* This gives the correctly filtered luminance value. */ shader_addline(buffer, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex, luminance); } static void gen_yv12_read(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const char *tex_type) { char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x'; const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : ""; /* YV12 surfaces contain a WxH sized luminance plane, followed by a * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So * the effective bitdepth is 12 bits per pixel. Since the U and V planes * have only half the pitch of the luminance plane, the packing into the * gl texture is a bit unfortunate. If the whole texture is interpreted as * luminance data it looks approximately like this: * * +----------------------------------+---- * | | * | | * | | * | | * | | 2 * | LUMINANCE | - * | | 3 * | | * | | * | | * | | * +----------------+-----------------+---- * | | | * | V even rows | V odd rows | * | | | 1 * +----------------+------------------ - * | | | 3 * | U even rows | U odd rows | * | | | * +----------------+-----------------+---- * | | | * | 0.5 | 0.5 | * * So it appears as if there are 4 chroma images, but in fact the odd rows * in the chroma images are in the same row as the even ones. So it is * kinda tricky to read. */ /* First sample the chroma values. */ shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n"); /* The chroma planes have only half the width. */ shader_addline(buffer, " texcoord.x *= 0.5;\n"); /* The first value is between 2/3 and 5/6 of the texture's height, so * scale+bias the coordinate. Also read the right side of the image when * reading odd lines. * * Don't forget to clamp the y values in into the range, otherwise we'll * get filtering bleeding. */ /* Read odd lines from the right side (add 0.5 to the x coordinate). */ shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n"); shader_addline(buffer, " texcoord.x += 0.5;\n"); /* Clamp, keep the half pixel origin in mind. */ shader_addline(buffer, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, " "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n"); shader_addline(buffer, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component); /* The other chroma value is 1/6th of the texture lower, from 5/6th to * 6/6th No need to clamp because we're just reusing the already clamped * value from above. */ shader_addline(buffer, " texcoord.y += 1.0 / 6.0;\n"); shader_addline(buffer, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component); /* Sample the luminance value. It is in the top 2/3rd of the texture, so * scale the y coordinate. Clamp the y coordinate to prevent the chroma * values from bleeding into the sampled luminance values due to * filtering. */ shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n"); /* Multiply the y coordinate by 2/3 and clamp it. */ shader_addline(buffer, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n"); shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component); } static void gen_nv12_read(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const char *tex_type) { char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x'; const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : ""; /* NV12 surfaces contain a WxH sized luminance plane, followed by a * (W/2)x(H/2) sized plane where each component is an UV pair. So the * effective bitdepth is 12 bits per pixel. If the whole texture is * interpreted as luminance data it looks approximately like this: * * +----------------------------------+---- * | | * | | * | | * | | * | | 2 * | LUMINANCE | - * | | 3 * | | * | | * | | * | | * +----------------------------------+---- * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV| * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV| * | | 1 * | | - * | | 3 * | | * | | * +----------------------------------+---- */ /* First sample the chroma values. */ shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n"); /* We only have half the number of chroma pixels. */ shader_addline(buffer, " texcoord.x *= 0.5;\n"); shader_addline(buffer, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n"); /* We must not allow filtering horizontally, this would mix U and V. * Vertical filtering is ok. However, bear in mind that the pixel center * is at 0.5, so add 0.5. */ /* Convert to non-normalised coordinates so we can find the individual * pixel. */ shader_addline(buffer, " texcoord.x = floor(texcoord.x * size.x);\n"); /* Multiply by 2 since chroma components are stored in UV pixel pairs, add * 0.5 to hit the center of the pixel. Then convert back to normalised * coordinates. */ shader_addline(buffer, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n"); /* Clamp, keep the half pixel origin in mind. */ shader_addline(buffer, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n"); shader_addline(buffer, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component); /* Add 1.0 / size.x to sample the adjacent texel. */ shader_addline(buffer, " texcoord.x += 1.0 / size.x;\n"); shader_addline(buffer, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component); /* Sample the luminance value. It is in the top 2/3rd of the texture, so * scale the y coordinate. Clamp the y coordinate to prevent the chroma * values from bleeding into the sampled luminance values due to * filtering. */ shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n"); /* Multiply the y coordinate by 2/3 and clamp it. */ shader_addline(buffer, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n"); shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component); } static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args, const char *output, const char *tex_type, const char *swizzle) { enum complex_fixup complex_fixup = get_complex_fixup(args->fixup); shader_addline(buffer, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n"); shader_addline(buffer, "float luminance;\n"); shader_addline(buffer, "vec2 texcoord;\n"); shader_addline(buffer, "vec2 chroma;\n"); shader_addline(buffer, "uniform vec2 size;\n"); shader_addline(buffer, "\nvoid main()\n{\n"); switch (complex_fixup) { case COMPLEX_FIXUP_UYVY: case COMPLEX_FIXUP_YUY2: gen_packed_yuv_read(buffer, gl_info, args, tex_type); break; case COMPLEX_FIXUP_YV12: gen_yv12_read(buffer, gl_info, tex_type); break; case COMPLEX_FIXUP_NV12: gen_nv12_read(buffer, gl_info, tex_type); break; case COMPLEX_FIXUP_YUV: /* With APPLE_rgb_422, things are much simpler. The only thing we * have to do here is Y'CbCr to RGB conversion. */ shader_addline(buffer, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n", needs_legacy_glsl_syntax(gl_info) ? tex_type : ""); shader_addline(buffer, " luminance = yuv.y;\n"); shader_addline(buffer, " chroma = yuv.xz;\n"); break; default: FIXME("Unsupported fixup %#x.\n", complex_fixup); string_buffer_free(buffer); return; } /* Calculate the final result. Formula is taken from * http://www.fourcc.org/fccyvrgb.php. Note that the chroma * ranges from -0.5 to 0.5. */ shader_addline(buffer, "\n chroma.xy -= 0.5;\n"); shader_addline(buffer, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output); shader_addline(buffer, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output); shader_addline(buffer, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output); if (args->use_colour_key) shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high"); shader_addline(buffer, "}\n"); } static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args, const char *output, const char *tex_type, const char *swizzle) { shader_addline(buffer, "\nvoid main()\n{\n"); shader_addline(buffer, " %s = texture%s(sampler, out_texcoord.%s);\n", output, needs_legacy_glsl_syntax(gl_info) ? tex_type : "", swizzle); shader_glsl_color_correction_ext(buffer, output, WINED3DSP_WRITEMASK_ALL, args->fixup); if (args->use_colour_key) shader_glsl_generate_colour_key_test(buffer, output, "colour_key.low", "colour_key.high"); shader_addline(buffer, "}\n"); } /* Context activation is done by the caller. */ static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter, const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args) { static const struct { GLenum texture_target; const char texture_type[7]; const char texcoord_swizzle[4]; } texture_data[] = { {GL_TEXTURE_2D, "2D", "xy"}, {GL_TEXTURE_CUBE_MAP, "Cube", "xyz"}, {GL_TEXTURE_RECTANGLE_ARB, "2DRect", "xy"}, }; static const char vshader_main[] = "\n" "void main()\n" "{\n" " gl_Position = vec4(pos, 0.0, 1.0);\n" " out_texcoord = texcoord;\n" "}\n"; enum complex_fixup complex_fixup = get_complex_fixup(args->fixup); struct wined3d_string_buffer *buffer, *output; GLuint program, vshader_id, fshader_id; const char *tex_type = NULL, *swizzle = NULL, *ptr; unsigned int i; GLint loc; for (i = 0; i < ARRAY_SIZE(texture_data); ++i) { if (args->texture_type == texture_data[i].texture_target) { tex_type = texture_data[i].texture_type; swizzle = texture_data[i].texcoord_swizzle; break; } } if (i == ARRAY_SIZE(texture_data)) { FIXME("Unsupported texture type %#x.\n", args->texture_type); return 0; } program = GL_EXTCALL(glCreateProgram()); vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER)); buffer = string_buffer_get(&blitter->string_buffers); shader_glsl_add_version_declaration(buffer, gl_info); shader_addline(buffer, "%s vec2 pos;\n", get_attribute_keyword(gl_info)); shader_addline(buffer, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info)); declare_out_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n"); shader_addline(buffer, vshader_main); ptr = buffer->buffer; GL_EXTCALL(glShaderSource(vshader_id, 1, &ptr, NULL)); GL_EXTCALL(glAttachShader(program, vshader_id)); GL_EXTCALL(glDeleteShader(vshader_id)); fshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER)); string_buffer_clear(buffer); shader_glsl_add_version_declaration(buffer, gl_info); shader_addline(buffer, "uniform sampler%s sampler;\n", tex_type); if (args->use_colour_key) { shader_addline(buffer, "uniform struct\n{\n"); shader_addline(buffer, " vec4 low, high;\n"); shader_addline(buffer, "} colour_key;\n"); } declare_in_varying(gl_info, buffer, FALSE, "vec3 out_texcoord;\n"); /* TODO: Declare the out variable with the correct type (and put it in the * blitter args). */ if (!use_legacy_fragment_output(gl_info)) shader_addline(buffer, "out vec4 ps_out[1];\n"); output = string_buffer_get(&blitter->string_buffers); string_buffer_sprintf(output, "%s[0]", get_fragment_output(gl_info)); switch (complex_fixup) { case COMPLEX_FIXUP_P8: glsl_blitter_generate_p8_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle); break; case COMPLEX_FIXUP_YUY2: case COMPLEX_FIXUP_UYVY: case COMPLEX_FIXUP_YV12: case COMPLEX_FIXUP_NV12: case COMPLEX_FIXUP_YUV: glsl_blitter_generate_yuv_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle); break; case COMPLEX_FIXUP_NONE: glsl_blitter_generate_plain_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle); } string_buffer_release(&blitter->string_buffers, output); ptr = buffer->buffer; GL_EXTCALL(glShaderSource(fshader_id, 1, &ptr, NULL)); string_buffer_release(&blitter->string_buffers, buffer); GL_EXTCALL(glAttachShader(program, fshader_id)); GL_EXTCALL(glDeleteShader(fshader_id)); GL_EXTCALL(glBindAttribLocation(program, 0, "pos")); GL_EXTCALL(glBindAttribLocation(program, 1, "texcoord")); if (!use_legacy_fragment_output(gl_info)) GL_EXTCALL(glBindFragDataLocation(program, 0, "ps_out")); GL_EXTCALL(glCompileShader(vshader_id)); print_glsl_info_log(gl_info, vshader_id, FALSE); GL_EXTCALL(glCompileShader(fshader_id)); print_glsl_info_log(gl_info, fshader_id, FALSE); GL_EXTCALL(glLinkProgram(program)); shader_glsl_validate_link(gl_info, program); GL_EXTCALL(glUseProgram(program)); loc = GL_EXTCALL(glGetUniformLocation(program, "sampler")); GL_EXTCALL(glUniform1i(loc, 0)); if (complex_fixup == COMPLEX_FIXUP_P8) { loc = GL_EXTCALL(glGetUniformLocation(program, "sampler_palette")); GL_EXTCALL(glUniform1i(loc, 1)); } return program; } /* Context activation is done by the caller. */ static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter *blitter, struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; const struct wined3d_palette *palette; palette = texture_gl->t.swapchain ? texture_gl->t.swapchain->palette : NULL; if (!blitter->palette_texture) gl_info->gl_ops.gl.p_glGenTextures(1, &blitter->palette_texture); wined3d_context_gl_active_texture(context_gl, gl_info, 1); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, blitter->palette_texture); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); if (palette) { gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, palette->colors); } else { static const DWORD black; FIXME("P8 texture loaded without a palette.\n"); gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black); } wined3d_context_gl_active_texture(context_gl, gl_info, 0); } /* Context activation is done by the caller. */ static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl_blitter *blitter, struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl, BOOL use_colour_key) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct glsl_blitter_program *program; struct glsl_blitter_args args; struct wine_rb_entry *entry; memset(&args, 0, sizeof(args)); args.texture_type = texture_gl->target; args.fixup = texture_gl->t.resource.format->color_fixup; args.use_colour_key = use_colour_key; if ((entry = wine_rb_get(&blitter->programs, &args))) return WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry); if (!(program = heap_alloc(sizeof(*program)))) { ERR("Failed to allocate blitter program memory.\n"); return NULL; } program->args = args; if (!(program->id = glsl_blitter_generate_program(blitter, gl_info, &args))) { WARN("Failed to generate blitter program.\n"); heap_free(program); return NULL; } if (wine_rb_put(&blitter->programs, &program->args, &program->entry) == -1) { ERR("Failed to store blitter program.\n"); GL_EXTCALL(glDeleteProgram(program->id)); heap_free(program); return NULL; } return program; } static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wined3d_context *context, const struct wined3d_texture_gl *src_texture, DWORD src_location, const struct wined3d_texture_gl *dst_texture, DWORD dst_location) { const struct wined3d_resource *src_resource = &src_texture->t.resource; const struct wined3d_resource *dst_resource = &dst_texture->t.resource; const struct wined3d_format *src_format = src_resource->format; const struct wined3d_format *dst_format = dst_resource->format; bool src_ds, dst_ds; BOOL decompress; if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id) { src_ds = src_format->depth_size || src_format->stencil_size; dst_ds = dst_format->depth_size || dst_format->stencil_size; /* We could in principle support raw depth/stencil <-> colour blits as * well in some cases, but note that typeless formats like e.g. * R16_TYPELESS may use a normalised GL format for depth/stencil * resources, and a floating-point format for colour resources, */ if (src_ds && dst_ds) blit_op = WINED3D_BLIT_OP_DEPTH_BLIT; else if (!src_ds && !dst_ds) blit_op = WINED3D_BLIT_OP_COLOR_BLIT; } if (blit_op != WINED3D_BLIT_OP_COLOR_BLIT && blit_op != WINED3D_BLIT_OP_COLOR_BLIT_CKEY && blit_op != WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST) { TRACE("Unsupported blit_op %#x.\n", blit_op); return FALSE; } if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D) return FALSE; if (src_texture->target == GL_TEXTURE_2D_MULTISAMPLE || src_texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { TRACE("Multi-sample source textures not supported.\n"); return FALSE; } if (!(dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { TRACE("Destination resource does not have GPU access.\n"); return FALSE; } /* We don't necessarily want to blit from resources without * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress * compressed textures. */ decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED); if (!decompress && !(src_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { TRACE("Source resource does not have GPU access.\n"); return FALSE; } if (!is_identity_fixup(dst_format->color_fixup) && (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE)) { TRACE("Destination fixups are not supported.\n"); return FALSE; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !((dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FBO_ATTACHABLE) || (dst_resource->bind_flags & WINED3D_BIND_RENDER_TARGET))) { TRACE("Destination texture is not FBO attachable.\n"); return FALSE; } TRACE("Returning supported.\n"); return TRUE; } static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter, const struct wined3d_format *resolve_format) { struct wined3d_texture_gl *src_texture_gl = wined3d_texture_gl(src_texture); struct wined3d_texture_gl *dst_texture_gl = wined3d_texture_gl(dst_texture); struct wined3d_context_gl *context_gl = wined3d_context_gl(context); struct wined3d_device *device = dst_texture->resource.device; const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_texture *staging_texture = NULL; struct wined3d_glsl_blitter *glsl_blitter; struct wined3d_color_key alpha_test_key; struct glsl_blitter_program *program; struct wined3d_blitter *next; unsigned int src_level; GLint location; RECT s, d; TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, " "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, " "colour_key %p, filter %s, resolve format %p.\n", blitter, op, context, src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect), dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect), colour_key, debug_d3dtexturefiltertype(filter), resolve_format); if (!glsl_blitter_supported(op, context, src_texture_gl, src_location, dst_texture_gl, dst_location)) { if (!(next = blitter->next)) { ERR("No blitter to handle blit op %#x.\n", op); return dst_location; } TRACE("Forwarding to blitter %p.\n", next); return next->ops->blitter_blit(next, op, context, src_texture, src_sub_resource_idx, src_location, src_rect, dst_texture, dst_sub_resource_idx, dst_location, dst_rect, colour_key, filter, resolve_format); } glsl_blitter = CONTAINING_RECORD(blitter, struct wined3d_glsl_blitter, blitter); if (!(src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)) { struct wined3d_resource_desc desc; struct wined3d_box upload_box; HRESULT hr; TRACE("Source texture is not GPU accessible, creating a staging texture.\n"); src_level = src_sub_resource_idx % src_texture->level_count; desc.resource_type = WINED3D_RTYPE_TEXTURE_2D; desc.format = src_texture->resource.format->id; desc.multisample_type = src_texture->resource.multisample_type; desc.multisample_quality = src_texture->resource.multisample_quality; desc.usage = WINED3DUSAGE_PRIVATE; desc.bind_flags = 0; desc.access = WINED3D_RESOURCE_ACCESS_GPU; desc.width = wined3d_texture_get_level_width(src_texture, src_level); desc.height = wined3d_texture_get_level_height(src_texture, src_level); desc.depth = 1; desc.size = 0; if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0, NULL, NULL, &wined3d_null_parent_ops, &staging_texture))) { ERR("Failed to create staging texture, hr %#x.\n", hr); return dst_location; } wined3d_box_set(&upload_box, 0, 0, desc.width, desc.height, 0, desc.depth); wined3d_texture_upload_from_texture(staging_texture, 0, 0, 0, 0, src_texture, src_sub_resource_idx, &upload_box); src_texture = staging_texture; src_texture_gl = wined3d_texture_gl(src_texture); src_sub_resource_idx = 0; } else if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && (src_texture->sub_resources[src_sub_resource_idx].locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE)) == WINED3D_LOCATION_DRAWABLE && !wined3d_resource_is_offscreen(&src_texture->resource)) { /* Without FBO blits transferring from the drawable to the texture is * expensive, because we have to flip the data in sysmem. Since we can * flip in the blitter, we don't actually need that flip anyway. So we * use the surface's texture as scratch texture, and flip the source * rectangle instead. */ texture2d_load_fb_texture(src_texture_gl, src_sub_resource_idx, FALSE, context); s = *src_rect; src_level = src_sub_resource_idx % src_texture->level_count; s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top; s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom; src_rect = &s; } else { wined3d_texture_load(src_texture, context, FALSE); } if (wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); else wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); wined3d_context_gl_apply_blit_state(context_gl, device); if (dst_location == WINED3D_LOCATION_DRAWABLE) { d = *dst_rect; wined3d_texture_translate_drawable_coords(dst_texture, context_gl->window, &d); dst_rect = &d; } if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) { GLenum buffer; if (dst_location == WINED3D_LOCATION_DRAWABLE) { TRACE("Destination texture %p is onscreen.\n", dst_texture); buffer = wined3d_texture_get_gl_buffer(dst_texture); } else { TRACE("Destination texture %p is offscreen.\n", dst_texture); buffer = GL_COLOR_ATTACHMENT0; } wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, &dst_texture->resource, dst_sub_resource_idx, NULL, 0, dst_location); wined3d_context_gl_set_draw_buffer(context_gl, buffer); wined3d_context_gl_check_fbo_status(context_gl, GL_DRAW_FRAMEBUFFER); context_invalidate_state(context, STATE_FRAMEBUFFER); } if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST) { const struct wined3d_format *f = src_texture->resource.format; alpha_test_key.color_space_low_value = 0; alpha_test_key.color_space_high_value = ~(wined3d_mask_from_size(f->alpha_size) << f->alpha_offset); colour_key = &alpha_test_key; } else if (op != WINED3D_BLIT_OP_COLOR_BLIT_CKEY) { colour_key = NULL; } if (!(program = glsl_blitter_get_program(glsl_blitter, context_gl, src_texture_gl, !!colour_key))) { ERR("Failed to get blitter program.\n"); return dst_location; } GL_EXTCALL(glUseProgram(program->id)); switch (get_complex_fixup(program->args.fixup)) { case COMPLEX_FIXUP_P8: glsl_blitter_upload_palette(glsl_blitter, context_gl, src_texture_gl); break; case COMPLEX_FIXUP_YUY2: case COMPLEX_FIXUP_UYVY: case COMPLEX_FIXUP_YV12: case COMPLEX_FIXUP_NV12: case COMPLEX_FIXUP_YUV: src_level = src_sub_resource_idx % src_texture->level_count; location = GL_EXTCALL(glGetUniformLocation(program->id, "size")); GL_EXTCALL(glUniform2f(location, wined3d_texture_get_level_pow2_width(src_texture, src_level), wined3d_texture_get_level_pow2_height(src_texture, src_level))); break; default: break; } if (colour_key) { struct wined3d_color float_key[2]; wined3d_format_get_float_color_key(src_texture->resource.format, colour_key, float_key); location = GL_EXTCALL(glGetUniformLocation(program->id, "colour_key.low")); GL_EXTCALL(glUniform4fv(location, 1, &float_key[0].r)); location = GL_EXTCALL(glGetUniformLocation(program->id, "colour_key.high")); GL_EXTCALL(glUniform4fv(location, 1, &float_key[1].r)); } wined3d_context_gl_draw_shaded_quad(context_gl, src_texture_gl, src_sub_resource_idx, src_rect, dst_rect, filter); GL_EXTCALL(glUseProgram(0)); if (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)) gl_info->gl_ops.gl.p_glFlush(); if (staging_texture) wined3d_texture_decref(staging_texture); return dst_location; } static void glsl_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) { struct wined3d_blitter *next; if ((next = blitter->next)) next->ops->blitter_clear(next, device, rt_count, fb, rect_count, clear_rects, draw_rect, flags, color, depth, stencil); } static const struct wined3d_blitter_ops glsl_blitter_ops = { glsl_blitter_destroy, glsl_blitter_clear, glsl_blitter_blit, }; struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; struct wined3d_glsl_blitter *blitter; if (device->shader_backend != &glsl_shader_backend) return NULL; if (!gl_info->supported[ARB_VERTEX_SHADER] || !gl_info->supported[ARB_FRAGMENT_SHADER]) return NULL; if (!(blitter = heap_alloc(sizeof(*blitter)))) { ERR("Failed to allocate blitter.\n"); return NULL; } TRACE("Created blitter %p.\n", blitter); blitter->blitter.ops = &glsl_blitter_ops; blitter->blitter.next = *next; string_buffer_list_init(&blitter->string_buffers); wine_rb_init(&blitter->programs, glsl_blitter_args_compare); blitter->palette_texture = 0; *next = &blitter->blitter; return *next; }